SetFlag
Referee: set a session flag (content wiring: the lever opens the portcullis).
Full documentation: SetFlag. Wire type: set_flag.
Legal session modes: battle, encounter, exploring, game_over, town, victory
JSON Schema
{
"description": "Referee: set a session flag (content wiring: the lever opens the portcullis).\n\nReferee commands are legal in every mode, terminal modes included. Flags\nserialize into saves. Game code and listeners read them back, and authored\ncontent reads them through\n`FlagEqualsCondition`, the gate on a\ndoor or stair that opens when the lever has been pulled.\n\nModes:\n `town`, `exploring`, `encounter`, `battle`, `game_over`, `victory`\n\nRejections:\n None.\n\nEvents:\n `FlagSetEvent` with the key and value.",
"properties": {
"command_type": {
"const": "set_flag",
"default": "set_flag",
"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."
},
"key": {
"minLength": 1,
"title": "Key",
"type": "string",
"description": "The flag's name, which is an open domain: any non-empty string a game wants, so a game's\nown systems set flags with their own names. Keep them stable, because the flag store\nserializes into saves and authored content reads these names back."
},
"value": {
"anyOf": [
{
"type": "string"
},
{
"type": "integer"
},
{
"type": "boolean"
}
],
"title": "Value",
"description": "What the flag is set to: a string, an integer, or a boolean. Setting a key that is already\nset replaces the old value. Authored content compares against this value through\n`FlagEqualsCondition`, so the door that opens\nwhen the lever has been pulled is a flag set here and a gate reading it there."
}
},
"required": [
"key",
"value"
],
"title": "SetFlag",
"type": "object"
}