Events
Events attach structured custom data to Objects. Use them for dialogue beats, interaction hooks, scripted actions, cutscene steps, rewards, state changes, or any sequence of information your game code should interpret at runtime.
Spritedeck does not decide what an Event means. It gives you named Event Types, filled-in values, and ordered Event Lists so your exported data can stay consistent.
Event Types
Event Types are Project-level definitions for reusable event shapes. Create an Event Type for each kind of action or message your game understands, then add fields for the values that action needs.
| Field | Value |
|---|---|
| Name | Human-readable Event Type name |
| Field Name | Label shown while editing an Event |
| Field Key | Stable key used in exported data |
| Value Type | String or Text Reference |
Use clear Field Keys for anything your runtime code will read. A key like dialogue_id or quest_flag is easier to consume later than a temporary label.
Event Scenarios
Event Scenarios live on Object placements. A scenario groups one or more Triggers and can include Required or Disqualifying story flags.
Use scenarios when an Object can behave differently depending on game state. For example, the same door, NPC, or pickup can expose different Events after the player has collected an item, cleared a quest, or reached a new story step.
Triggers and Event Lists
A Trigger names the condition your game should listen for, such as an interaction, collision, inspection, or custom gameplay moment.
Each Trigger owns an Event List. The Event List contains ordered Event instances, and each Event instance is based on one Event Type. Add Events in the order your game should process them.
Working with Events
- Open Event Types from the Project controls
- Create the Event Types and fields your game needs
- Select an Object in the Document
- Add an Event Scenario from the Object inspector
- Add a Trigger, then add Events to its Event List
- Fill in each Event's field values
Events are included in exported data through the Object placements that own them. Your game code can read the scenario conditions, trigger names, Event Types, and field values however it needs.