SpawnNpcParty
Referee: generate an NPC adventuring party and open an encounter.
Full documentation: SpawnNpcParty. Wire type: spawn_npc_party.
Legal session modes: battle, encounter, exploring, town
JSON Schema
{
"description": "Referee: generate an NPC adventuring party and open an encounter.\n\n`count_dice=None` rolls the compiled composition dice (Basic 1d4+4, Expert\n1d6+3), which is what keyed content, quest listeners, and tests want. The party\nmust be standing in a dungeon with no encounter already open, and, like\n`SpawnMonsters`, the command is illegal\nin a terminal mode: a concluded session opens no new encounter.\n\nModes:\n `town`, `exploring`, `encounter`, `battle`\n\nRejections:\n - `session.command.encounter_in_progress` - an encounter or battle is\n already open.\n - `session.command.not_in_dungeon` - the party is not on a dungeon cell.\n\nEvents:\n `NpcPartySpawnedEvent` (the\n referee-visibility roster), then the encounter opening as with\n `SpawnMonsters`.",
"properties": {
"command_type": {
"const": "spawn_npc_party",
"default": "spawn_npc_party",
"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."
},
"party_kind": {
"enum": [
"basic",
"expert"
],
"title": "Party Kind",
"type": "string",
"description": "Which composition table to build from: `basic` for a low-level band, `expert` for a\nhigher-level one. It also decides the group's label in the encounter."
},
"count_dice": {
"anyOf": [
{
"type": "string"
},
{
"type": "null"
}
],
"default": null,
"title": "Count Dice",
"description": "How many adventurers, as a dice expression rolled on the encounter stream. `None`, the\ndefault, rolls the compiled composition dice for `party_kind`, which is what keyed content\nand quest listeners usually want. A malformed expression is refused when the command is\nconstructed. A roll below 1 is treated as 1."
},
"distance_feet": {
"minimum": 0,
"title": "Distance Feet",
"type": "integer",
"description": "How far away the NPC party appears, in feet, on the same terms as\n`SpawnMonsters.distance_feet`."
}
},
"required": [
"party_kind",
"distance_feet"
],
"title": "SpawnNpcParty",
"type": "object"
}