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mob_remark

mob_remark plays scripted monster animations and optional interaction state. Use it for monster idles, scripted threat displays, scene beats, and temporary talk/tip control.

Parameters

state

Type: monster state. Optional. Default: null.

Monster state applied on activation.

dialog_cond

Type: condlist. Optional. Default: null.

Enables or disables talking based on condlist result.

anim

Type: comma-separated strings. Optional. Default: null.

Animation sequence to command.

anim_movement

Type: boolean. Optional. Default: false.

Uses movement animation command form when true.

anim_head

Type: string. Optional. Default: null.

Parsed and stored; current manager does not use it directly.

tip

Type: string. Optional. Default: null.

Tip notification sent once after activation.

snd

Type: string. Optional. Default: null.

Parsed and stored; current manager does not play it directly.

time

Type: comma-separated numbers. Optional. Default: null.

Per-animation timeout list. Missing values use animation-end condition.

The section also supports common switch fields.

Runtime behavior

On activation, the manager disables talk, applies monster state, captures the monster, and queues each animation from anim. If a matching time value exists, the animation uses a time-end condition. Otherwise it waits for animation end.

On update, it:

  • toggles talk based on dialog_cond;
  • sends tip once through the notification manager;
  • sets signal action_end once the scripted action is finished.

Example

[logic]
active = mob_remark@threat

[mob_remark@threat]
state = threat
anim = stand_idle, attack_prepare
time = 2000, 1000
tip = st_monster_warning
on_signal = action_end | mob_walker@attack

Notes

  • anim and time are parsed as comma-separated lists.
  • action_end is the usual signal for switching after the scripted remark.
  • noReset is always set to true by the scheme.