Skip to content

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"
}