Wait
Hold for one encounter round, and the monsters act per their stance.
Full documentation: Wait. Wire type: wait.
Legal session modes: encounter
JSON Schema
{
"description": "Hold for one encounter round, and the monsters act per their stance.\n\nAn encounter must be open. Waiting burns a round to see what the monsters do:\nan uncertain stance re-rolls its reaction, and a hostile one runs out its\npatience.\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\nEvents:\n The round beat's events: an uncertain stance re-rolls\n (`ReactionRolledEvent`, possibly\n a `StanceChangedEvent`), and an\n attacking or expired-patience hostile stance opens battle\n (`BattleStartedEvent`). During a\n pursuit a `PursuitEvent` round resolves\n instead, which can end in\n `ExhaustionEvent` at the round cap\n (with the `EffectAttachedEvent`\n and `ConditionGainedEvent` behind\n it) or in battle.\n\n An encounter that concludes posts\n `EncounterEndedEvent`, a\n `MonsterDefeatedEvent` per\n monster slain or routed,\n `EffectReleasedEvent`s, and, under\n the immediate XP timing,\n `XpAwardedEvent` and\n `CharacterLeveledUpEvent`.\n The round itself runs the usual\n `EffectExpiredEvent`,\n `LightEvent`, and\n `ProvisionsEvent` bookkeeping.",
"properties": {
"command_type": {
"const": "wait",
"default": "wait",
"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."
}
},
"title": "Wait",
"type": "object"
}