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InitiativeRolledEvent

Who acts first this round, and what everyone rolled to get there.

Full documentation: InitiativeRolledEvent. Wire type: initiative_rolled.

Default visibility: player

Message codes: combat.initiative.rolled

JSON Schema

{
  "$defs": {
    "InitiativeRoll": {
      "description": "One initiative roll on an `InitiativeRolledEvent`.\n\nYou read these off the event's `entries` to show what each side or combatant rolled. Which of the two it is\ndepends on the event's `mode`.",
      "properties": {
        "key": {
          "title": "Key",
          "type": "string",
          "description": "Who rolled: a side's name under side initiative, or a combatant's entity id under individual\ninitiative."
        },
        "rolls": {
          "items": {
            "type": "integer"
          },
          "title": "Rolls",
          "type": "array",
          "description": "Every d6 rolled for this participant, oldest first. A tie is re-rolled, so a tuple longer than one entry\nis the record of a tie and the rolls that broke it. The last entry is the one that counts."
        },
        "modifier": {
          "default": 0,
          "title": "Modifier",
          "type": "integer",
          "description": "The adjustment added to the final roll. Under individual initiative a character's comes from dexterity\nand class, from `participant_modifier`, and a monster's is\nwhatever the caller passed."
        },
        "total": {
          "title": "Total",
          "type": "integer",
          "description": "The last roll plus the modifier, which is the number the order was sorted on."
        }
      },
      "required": [
        "key",
        "rolls",
        "total"
      ],
      "title": "InitiativeRoll",
      "type": "object"
    },
    "Visibility": {
      "description": "Who is allowed to see an event.\n\nEvery event has one of these two values, and the split exists because B/X keeps some rolls behind the\nreferee's screen. Filter a log on it before you show anything to a player, or call\n`GameSession.view`, which builds the player's and the referee's\nviews for you. A narrator playing referee reads both.\n\nThe values are the lowercase strings and they serialize into every event, so a renamed value is a\n`schema_version` bump.\n\nExamples:\n    ```python\n    from osrlib.core.events import DamageDealtEvent, HitPointsReportedEvent, Visibility\n\n    log = [\n        DamageDealtEvent(target_id=\"monster-0001\", amount=5),\n        HitPointsReportedEvent(target_id=\"monster-0001\", current_hp=2, max_hp=7),\n    ]\n    shown = [event.code for event in log if event.visibility is Visibility.PLAYER]\n    assert shown == [\"combat.damage.dealt\"]  # the goblin's remaining hit points stay hidden\n    ```",
      "enum": [
        "player",
        "referee"
      ],
      "title": "Visibility",
      "type": "string"
    }
  },
  "description": "Who acts first this round, and what everyone rolled to get there.\n\n`roll_initiative` emits one of these at the top of each combat round.\nRead `order` to know whose turn comes next, and `entries` to show the dice.",
  "properties": {
    "code": {
      "default": "combat.initiative.rolled",
      "title": "Code",
      "type": "string",
      "description": "Fixed at `combat.initiative.rolled`."
    },
    "visibility": {
      "$ref": "#/$defs/Visibility",
      "default": "player",
      "description": "Player visibility: the order of play is something everyone at the table can see."
    },
    "event_type": {
      "const": "initiative_rolled",
      "default": "initiative_rolled",
      "title": "Event Type",
      "type": "string",
      "description": "The wire name for this event type."
    },
    "mode": {
      "enum": [
        "side",
        "individual"
      ],
      "title": "Mode",
      "type": "string",
      "description": "How initiative was rolled: `\"side\"` when one roll sets the order for a whole side, `\"individual\"` when\nevery combatant rolled for itself."
    },
    "entries": {
      "items": {
        "$ref": "#/$defs/InitiativeRoll"
      },
      "title": "Entries",
      "type": "array",
      "description": "One `InitiativeRoll` per participant, in the order they were passed\nin rather than the order they act."
    },
    "order": {
      "items": {
        "type": "string"
      },
      "title": "Order",
      "type": "array",
      "description": "The acting order for the round, first to last. The entries are side names or combatant entity ids,\nmatching `mode`."
    }
  },
  "required": [
    "mode",
    "entries",
    "order"
  ],
  "title": "InitiativeRolledEvent",
  "type": "object"
}