Logic » Actions
November 9, 2025

Actions

Work in Progress

This documentation is still being expanded and refined. Features, screenshots, and descriptions may change until Talescape's public release. If something is unclear or you need help, please ask on the official Talescape Discord. We're happy to clarify or update pages as needed.

Actions define what happens when an event, trigger, or timer runs. They are the final step in Talescape’s logic chain, after a trigger fires and conditions are met.

Actions can also be used directly on dialogue lines, allowing small logic updates to happen during conversations without needing separate events.

1. Overview

An action performs a single operation in response to an event or dialogue. Actions can modify story state, affect the player’s inventory, or control presentation elements such as scenes, sound, or text.

You can attach multiple actions to one event and choose whether they run all at once or sequentially.

2. Execution Order

By default, all actions attached to an event run simultaneously. If the Sequential option is enabled on the event, actions execute one after another in the order they appear.

Sequential execution is useful for:

  • Cutscenes or timed narration.
  • Dependent logic (e.g., set a variable, then change scene).

3. Common Action Types

Actions cover a wide range of logic and presentation functions. The most common include:

Category Example Actions
Variables Set, increase, decrease, toggle, or append variable values.
Inventory & Items Give item, remove item, or craft item from a recipe.
Achievements Unlock or check an achievement.
Scenes Change scene, fade out, play ambience, or update background.
Dialogue Start or end a dialogue, skip to a specific branch.
Timers Start, stop, pause, or reset a timer.
System Save progress, play sound, or display message to the player.

All available actions are listed in the Reference → All Actions section, where they are automatically synchronized with the editor.

4. Combining Actions

You can chain multiple actions to create complex results, for example:

  1. Give the player a flashlight.
  2. Set a flag marking the scene as “explored.”
  3. Move to the next area.

Actions execute instantly unless the event is marked as Sequential, in which case they wait for the previous action to complete.

5. Actions in Dialogues

In addition to events, you can attach actions directly to dialogue lines. These run immediately when that specific line is displayed, which is useful for small state updates or inline logic.

Examples:

  • Grant an achievement when the player says a particular line.
  • Change a variable after a key conversation.
  • Start a timer when dialogue reaches a certain point.

This allows Bards to implement story logic directly inside dialogue flow without building separate events, keeping short interactions compact and easy to manage.

6. Testing Actions

You can verify that actions behave as expected using:

  • Story Preview – to test in real time.
  • Debug Menu – to confirm variable and inventory changes.
  • Logs Tab – to track when each action executes.

If an action doesn’t trigger as expected, check that:

  • The event’s conditions are met.
  • The event is active in the current scope.
  • The Sequential setting matches your intended behavior.

7. Best Practices

  • Use dialogue actions for small inline effects.
  • Use events for broader or reusable logic.
  • Keep actions focused, one event per logical moment.
  • Use sequential actions for pacing, and simultaneous actions for responsiveness.
  • Test complex action chains individually before combining them.

Actions are where story logic meets storytelling, whether triggered by a player’s choice, a timer, or a line of dialogue. They make your story dynamic, responsive, and alive.

Next: Timers