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TurnUndead

Present the holy symbol, the one aggressive act with a pre-battle procedure.

Full documentation: TurnUndead. Wire type: turn_undead.

Legal session modes: encounter

JSON Schema

{
  "description": "Present the holy symbol, the one aggressive act with a pre-battle procedure.\n\nAn encounter must be open: exploration offers no candidates by definition, and\nin battle turning is a declaration kind. If any monster stands unturned, the\nsurvivors attack at once.\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.turning.mid_pursuit` - no turning while being chased.\n    - `session.command.unknown_member` - `character_id` names no party member.\n    - `session.command.member_incapacitated` - the cleric cannot act.\n    - `magic.turning.not_a_turner` - the class has no turn-undead ability.\n    - `magic.turning.caster_incapacitated` - a condition prevents the attempt.\n\nEvents:\n    `UndeadTurnedEvent` with the roll\n    and the affected monsters (their conditions each their own event). When\n    every monster is turned or destroyed the encounter ends\n    (`EncounterEndedEvent`).\n    Otherwise a `StanceChangedEvent`\n    to attacks and battle opens\n    (`BattleStartedEvent`).",
  "properties": {
    "command_type": {
      "const": "turn_undead",
      "default": "turn_undead",
      "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."
    },
    "character_id": {
      "title": "Character Id",
      "type": "string",
      "description": "The cleric who presents the holy symbol, by\n`MemberView.id`. A class with no turning ability comes\nback as `magic.turning.not_a_turner`."
    }
  },
  "required": [
    "character_id"
  ],
  "title": "TurnUndead",
  "type": "object"
}