Answer a pending dialogue: run the chosen choice's event and clear the pending state. Returns false when there is no such pending dialogue or choice; throws when the referenced event does not exist (content error).
Evaluate [objectives] now and return the resulting status. A game whose
own engine resolved the actions (real movement, combat) calls this after
writing the results into world; run already calls it itself.
Fire one named event through the same filter, claim, and execution path as a trigger.
Fire the on=moveto events for a unit that has just arrived somewhere.
The runtime's own [move] command calls this, and so does a game whose
engine moved the unit: write the new position into world.units first,
then call this with the unit id.
An event matches when x/y (when given) are the unit's position, and
unit/side (when given) are the unit's. A moveto event fires once by
default; pass once=false on the event to let it fire every time.
Runtime for compiled MWL content. It never parses source text during play.
The framework runtime owns what is game-agnostic: maps, sides, units, turn order, the schedule, objectives, events, and save/load. Game rules that need real data (pathfinding costs, combat formulas) stay in the engine adapter; this runtime's
moveis a bounds and occupancy check, andattackapplies the amount the content asks for.Example