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
tiponce through the notification manager; - sets signal
action_endonce 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
animandtimeare parsed as comma-separated lists.action_endis the usual signal for switching after the scripted remark.noResetis always set totrueby the scheme.