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Evade

Flee the encounter (legal only before battle begins, RAW).

Full documentation: Evade. Wire type: evade.

Legal session modes: encounter

JSON Schema

{
  "description": "Flee the encounter (legal only before battle begins, RAW).\n\nAn encounter must be open. `drop` scatters distraction bait as the party runs:\ntreasure tempts intelligent monsters, food unintelligent ones. Only attacking\nor hostile monsters pursue, and outrunning them ends the encounter cleanly.\n\nModes:\n    `encounter`\n\nRejections:\n    - `session.command.wrong_mode` - no encounter is open.\n    - `encounter.none_active` - a second check behind the mode gate, not\n      reachable through normal play.\n    - `encounter.evade.already_evading` - the pursuit is already running.\n    - `encounter.evade.nothing_to_drop` - no coins (for `treasure`) or rations\n      (for `food`) to scatter.\n\nEvents:\n    `ItemsDroppedEvent`s for scattered\n    bait, then `EvasionEvent` with code\n    `encounter.evasion.succeeded`, which ends the encounter, or\n    `encounter.evasion.pursuit`, after which\n    `PursuitEvent` rounds follow. A pursuit\n    ends in escape, in exhaustion at the round cap\n    (`ExhaustionEvent` with the\n    `EffectAttachedEvent` and\n    `ConditionGainedEvent` behind\n    it), or in battle at the party's heels\n    (`BattleStartedEvent`).\n\n    A concluded encounter posts\n    `EncounterEndedEvent`, a\n    `MonsterDefeatedEvent` per\n    monster slain or routed,\n    `EffectReleasedEvent`s for the\n    effects it releases, and, under the immediate XP timing,\n    `XpAwardedEvent` and\n    `CharacterLeveledUpEvent`.\n    The clock it owes runs with the usual\n    `LightEvent` and\n    `ProvisionsEvent` bookkeeping.",
  "properties": {
    "command_type": {
      "const": "evade",
      "default": "evade",
      "title": "Command Type",
      "type": "string",
      "description": "The wire discriminator. Each subclass fixes it to its own snake_case literal, like\n`\"move_party\"` or `\"open_door\"`, so you never set it yourself: constructing the subclass\ndoes. It's what `parse_command` and the\n`AnyCommand` union read to rebuild the right class\nfrom a serialized mapping, and it stays the same across releases."
    },
    "source": {
      "anyOf": [
        {
          "minLength": 1,
          "type": "string"
        },
        {
          "type": "null"
        }
      ],
      "default": null,
      "title": "Source",
      "description": "An annotation naming the authored object (a trigger or quest id) or the game\nsystem on whose behalf the command was issued. Execution never reads it: a stamped\ncommand does exactly what the same command unstamped does. It is logged and replayed\nwith the command, so the log alone answers \"why did this happen\". Absent is `None`,\nand the empty string is not a value."
    },
    "drop": {
      "default": "none",
      "enum": [
        "none",
        "treasure",
        "food"
      ],
      "title": "Drop",
      "type": "string",
      "description": "What to scatter behind the party as it runs. `treasure` empties every living member's purse\nonto the trail, where it stays, and tempts intelligent monsters into stopping for it.\n`food` costs each member one ration and tempts unintelligent ones. `none`, the default,\nthrows nothing. Bait matters once a pursuit is actually running, and with nothing to\nscatter the command is refused with `encounter.evade.nothing_to_drop` rather than running\nthe escape."
    }
  },
  "title": "Evade",
  "type": "object"
}