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Events

List of currently supported events.

Events not listed here

There are some other events defined in the talemate codebase that are purposefully not listed here yet.

The reason for this is that there is an ongoing cleanup process and some of them may not stick around in their current form.

You can of course still hook into them, but be aware that they may change or be removed in the future.

Event Index

Event Category
game_loop Game Loop
game_loop_actor_iter Game Loop
game_loop_ai_character_iter Game Loop
game_loop_player_character_iter Game Loop
game_loop_new_message Game Loop
player_turn_start Game Loop
scene_init Scene Loop
scene_loop_init Scene Loop
scene_loop_init_after Scene Loop
scene_loop_start_cycle Scene Loop
scene_loop_end_cycle Scene Loop
scene_loop_error Scene Loop
regenerate.msg.character Regenerate
regenerate.msg.narrator Regenerate
regenerate.msg.reinforcement Regenerate
regenerate.msg.context_investigation Regenerate
agent.conversation.before_generate Conversation Agent
agent.conversation.inject_instructions Conversation Agent
agent.conversation.generated Conversation Agent
agent.creator.contextual_generate.before Creator Agent
agent.creator.contextual_generate.after Creator Agent
agent.creator.autocomplete.before Creator Agent
agent.creator.autocomplete.after Creator Agent
agent.editor.revision-analysis.before Editor Agent
agent.editor.revision-analysis.after Editor Agent
agent.editor.revision-revise.before Editor Agent
agent.editor.revision-revise.after Editor Agent
agent.narrator.before_generate Narrator Agent
agent.narrator.inject_instructions Narrator Agent
agent.narrator.generated Narrator Agent
agent.director.guide.before_generate Director Agent
agent.director.guide.inject_instructions Director Agent
agent.director.guide.generated Director Agent
agent.director.generate_choices.before_generate Director Agent
agent.director.generate_choices.inject_instructions Director Agent
agent.director.generate_choices.generated Director Agent
agent.director.character_management.before_persist_character Director Agent
agent.director.character_management.after_persist_character Director Agent
agent.world_state.time World State Agent
agent.summarization.scene_analysis.before Summarization Agent
agent.summarization.scene_analysis.cached Summarization Agent
agent.summarization.scene_analysis.before_deep_analysis Summarization Agent
agent.summarization.scene_analysis.after_deep_analysis Summarization Agent
agent.summarization.scene_analysis.after Summarization Agent
agent.summarization.summarize.before Summarization Agent
agent.summarization.summarize.after Summarization Agent
agent.summarization.before_build_archive Summarization Agent
agent.summarization.after_build_archive Summarization Agent
agent.summarization.layered_history.finalize Summarization Agent
agent.summarization.rag_build_sub_instruction Summarization Agent
agent.tts.prepare.before TTS Agent
agent.tts.prepare.after TTS Agent
agent.tts.generate.before TTS Agent
agent.tts.generate.after TTS Agent
agent.visual.generation.before_generate Visual Agent
agent.visual.generation.after_generate Visual Agent

Game Loop


game_loop

Triggered at the start of each game loop iteration, before the actor turns are processed. This is the master signal for the per-iteration game loop and runs once per scene loop cycle when the game loop is triggered.

Payload

Name Type Description
scene Scene The scene object
had_passive_narration bool Whether passive narration has already fired this iteration

game_loop_actor_iter

Triggered after either a player or AI character has had a turn.

Payload

Name Type Description
scene Scene The scene object
actor Actor The actor object
game_loop GameLoopEvent The parent game loop event for this iteration

game_loop_ai_character_iter

Triggered after the AI character has had a turn.

Payload

Name Type Description
scene Scene The scene object
character Character The character object
game_loop GameLoopEvent The parent game loop event for this iteration

game_loop_player_character_iter

Triggered after the player character has had a turn.

Payload

Name Type Description
scene Scene The scene object
character Character The character object
game_loop GameLoopEvent The parent game loop event for this iteration

game_loop_new_message

Triggered when a new message is added to the scene history.

Payload

Name Type Description
scene Scene The scene object
message SceneMessage The message object

player_turn_start

Triggered when the user turn starts. User input has not yet happened at this point.

Payload

Name Type Description
scene Scene The scene object

Scene Loop

scene_init

Triggered once during scene startup, before the scene loop begins running. Use this to perform one-time setup that needs to happen as soon as a scene is loaded.

Payload

Name Type Description
scene Scene The scene object

scene_loop_init

Triggered when the scene loop is initialised. Fires once at the start of the very first scene loop cycle, after agent nodes and commands have been registered.

Payload

Name Type Description
scene Scene The scene object

scene_loop_init_after

Fires immediately after scene_loop_init. Use this when you need to react to scene loop initialisation but want to run after handlers attached to scene_loop_init have completed.

Payload

Name Type Description
scene Scene The scene object

scene_loop_start_cycle

Triggered when the scene loop starts a new cycle.

Payload

Name Type Description
scene Scene The scene object

scene_loop_end_cycle

Triggered when the scene loop ends a cycle.

Payload

Name Type Description
scene Scene The scene object

scene_loop_error

Triggered when an unhandled exception escapes the scene loop. Internal control-flow exceptions (like ActedAsCharacter and GenerationCancelled) are handled before this fires, so this signal indicates a real error condition that listeners may want to log or recover from.

Payload

Name Type Description
scene Scene The scene object

Regenerate Events

regenerate.msg.character

Triggered after regeneration replaces a CharacterMessage.

Payload

Name Type Description
scene Scene The scene in which regeneration happened
message CharacterMessage The regenerated character message
character Character The character associated with the message

regenerate.msg.narrator

Triggered after regeneration replaces a NarratorMessage.

Payload

Name Type Description
scene Scene The scene object
message NarratorMessage The regenerated narrator message
character None Not applicable (always None)

regenerate.msg.reinforcement

Triggered when a ReinforcementMessage is regenerated.

Payload

Name Type Description
scene Scene The scene object
message ReinforcementMessage The regenerated reinforcement message
character None Not applicable

regenerate.msg.context_investigation

Triggered when a ContextInvestigationMessage is regenerated.

Payload

Name Type Description
scene Scene The scene object
message ContextInvestigationMessage The regenerated context investigation message
character None Not applicable

Conversation Agent Events

agent.conversation.before_generate

Emitted just before the Conversation agent sends the prompt to the model.

Payload

Field Type Notes
agent ConversationAgent The agent instance
actor Actor The speaking actor
character Character Shortcut to actor.character

agent.conversation.inject_instructions

Emitted while constructing the prompt, before the prompt is sent to the model.
Handlers can mutate dynamic_instructions to inject extra task instructions.

Payload

Field Type Notes
agent ConversationAgent The agent instance
character Character Target character
dynamic_instructions list[DynamicInstruction] Mutable. Append strings here to include them near the top of the prompt

agent.conversation.generated

Emitted after the Conversation agent receives the model output but before the message is pushed to history.
Handlers can edit generation in-place to clean up or transform the text (the Editor agent does this).

Payload

Field Type Notes
agent ConversationAgent The agent instance
actor Actor Actor that spoke
character Character The speaking character
response str Mutable. Final text lines that will be turned into messages

Creator Agent Events

agent.creator.contextual_generate.before

Contextual generation are things like character attributes, details, scene introductions, etc.

Emitted before the Creator agent sends the prompt to the model.

Payload

Field Type Notes
agent CreatorAgent The agent instance
character Character The character that the contextual generation is for
template_vars dict Variables that will be fed into the prompt – mutable
dynamic_instructions list[DynamicInstruction] Mutable. Push additional DynamicInstruction objects to influence generation

agent.creator.contextual_generate.after

Emitted after the Creator agent receives the model output but before the message is pushed to history.
Handlers can edit response in-place to clean up or transform the text (the Editor agent does this).

Payload

Field Type Notes
agent CreatorAgent The agent instance
response str Mutable. Final text lines that will be turned into messages
template_vars dict Variables that were fed into the prompt – mutable
dynamic_instructions list[DynamicInstruction] Mutable. Push additional DynamicInstruction objects to influence generation

agent.creator.autocomplete.before

Autocomplete generation for character action or narrative text.

Emitted before the Creator agent sends the prompt to the model.

Payload

Field Type Notes
agent CreatorAgent The agent instance
input str The input text that the autocomplete is for
type str The type of autocomplete (e.g. dialogue, narrative)
character Character The character that the autocomplete is for
template_vars dict Variables that will be fed into the prompt – mutable
dynamic_instructions list[DynamicInstruction] Mutable. Push additional DynamicInstruction objects to influence generation

agent.creator.autocomplete.after

Emitted after the Creator agent receives the model output but before the message is pushed to history.
Handlers can edit response in-place to clean up or transform the text (the Editor agent does this).

Payload

Field Type Notes
agent CreatorAgent The agent instance
response str Mutable. Final text lines that will be turned into messages
input str The input text that the autocomplete is for
type str The type of autocomplete (e.g. dialogue, narrative)
character Character The character that the autocomplete is for
template_vars dict Variables that were fed into the prompt – mutable
dynamic_instructions list[DynamicInstruction] Mutable. Push additional DynamicInstruction objects to influence generation

Editor Agent Events

agent.editor.revision-revise.before

Emitted before the Editor agent requests the revision-revise prompt.
Handlers can add extra revise instructions via dynamic_instructions or adjust template_vars.

Payload

Field Type Notes
agent EditorAgent The agent instance
template_vars dict Variables that will be fed into the prompt – mutable
dynamic_instructions list[DynamicInstruction] Mutable. Push additional DynamicInstruction objects to influence generation

agent.editor.revision-revise.after

Emitted after the Editor agent receives the model output but before the message is pushed to history.
Handlers can edit response in-place to clean up or transform the text (the Editor agent does this).

Payload

Field Type Notes
agent EditorAgent The agent instance
response str Mutable. Final text lines that will be turned into messages
template_vars dict Variables that were fed into the prompt – mutable
dynamic_instructions list[DynamicInstruction] Mutable. Push additional DynamicInstruction objects to influence generation

agent.editor.revision-analysis.before

Emitted before the Editor agent requests the revision-rewrite prompt.
Handlers can add extra analysis instructions via dynamic_instructions or adjust template_vars.

Note

The signal is named revision-analysis.* for historical reasons — it was introduced when analysis and rewrite were two separate prompts. They are now combined into a single prompt (editor.revision-rewrite), but the signal name is kept for backward compatibility.

Payload

Field Type Notes
agent EditorAgent The agent instance
template_vars dict Variables that will be fed into the prompt – mutable
dynamic_instructions list[DynamicInstruction] Mutable. Push additional DynamicInstruction objects to influence analysis

agent.editor.revision-analysis.after

Emitted after the revision-rewrite prompt returns. Intended as a notification hook for observers of the rewrite flow.

Warning

Historically this signal fired between a separate analysis prompt and a rewrite prompt, with response carrying the raw analysis text that handlers could mutate before the rewrite ran. Analysis and rewrite are now combined into a single prompt, so there is no separable "analysis text" — response is not set on the emission and any mutation is discarded. Use agent.editor.revision-revise.after if you need to inspect or replace the final rewritten text.

Payload

Field Type Notes
agent EditorAgent The agent instance
template_vars dict Same vars used for the prompt

Narrator Agent Events

agent.narrator.before_generate

Emitted before the Narrator agent sends the prompt to the model.

Payload

Field Type Notes
agent NarratorAgent The agent instance

agent.narrator.inject_instructions

Emitted while constructing the prompt, before the prompt is sent to the model.
Handlers can mutate dynamic_instructions to inject extra task instructions.

Payload

Field Type Notes
agent NarratorAgent The agent instance
dynamic_instructions list[DynamicInstruction] Mutable. Append strings here to include them near the top of the prompt

agent.narrator.generated

Emitted after the Narrator agent receives the model output but before the message is pushed to history.
Handlers can edit generation in-place to clean up or transform the text (the Editor agent does this).

Payload

Field Type Notes
agent NarratorAgent The agent instance
response str Mutable. Final text lines that will be turned into messages

Director Agent Events

agent.director.guide.before_generate

Emitted before the Director guidance module runs to craft guidance text.

Payload

Field Type Notes
agent DirectorAgent The agent instance

agent.director.guide.inject_instructions

Runs just after the previous event. Same payload – gives one more chance to adjust dynamic_instructions.

Payload

Field Type Notes
agent DirectorAgent The agent instance
dynamic_instructions list[DynamicInstruction] Mutable. Add strings to influence the prompt

agent.director.guide.generated

Fires after guidance text is generated, but before it is cached or written to context.

Payload

Field Type Notes
agent DirectorAgent The agent instance
response str Mutable. The guidance text

agent.director.generate_choices.before_generate

Emitted before the Director generates player choice actions.

Payload

Field Type Notes
agent DirectorAgent The agent instance
character Character The character that the choices are for

agent.director.generate_choices.inject_instructions

Run before the Director generates player choice actions, gives one more chance to adjust dynamic_instructions.

Payload

Field Type Notes
agent DirectorAgent The agent instance
character Character The character that the choices are for
dynamic_instructions list[DynamicInstruction] Mutable. Add strings to influence the prompt

agent.director.generate_choices.generated

After choices text is ready.

Payload

Field Type Notes
agent DirectorAgent The agent instance
response str Mutable. Text that describes available choices
choices list[str] Mutable. List of of generated choices
character Character The character that the choices are for

agent.director.character_management.before_persist_character

Emitted before a new character is persisted into the scene by the director's character management module. The blank Character instance has been created and is attached to the emission, but it has not yet been added to the scene as an actor and no attribute / detail / dialogue templates have been applied.

Useful for adjusting the character object (e.g. seeding default attributes, voice assignment hints, color overrides) before the rest of the persist pipeline runs.

Payload

Field Type Notes
agent DirectorAgent The agent instance
character Character Mutable. The character about to be persisted

agent.director.character_management.after_persist_character

Emitted after the character has been fully persisted: actor added, generation templates applied, voice assigned (if enabled), character activated and committed to memory. The default on-persist-character-generate-visual module hooks into this signal to optionally generate a portrait.

Payload

Field Type Notes
agent DirectorAgent The agent instance
character Character The character that was just persisted

World State Agent Events

agent.world_state.time

Emitted when the world state agent advances the time in the scene.

Payload

Field Type Notes
agent WorldStateAgent The agent instance
duration str The duration of the time passage (ISO 8601 duration)
human_duration str The human-readable duration of the time passage
narrative str The narrative direction of the time passage

Summarization Agent Events

agent.summarization.scene_analysis.before

Emitted just before the summarizer performs a scene analysis prompt. Handlers can tweak template_vars or inject dynamic_instructions to influence the analysis.

Payload

Field Type Notes
agent SummarizeAgent The agent instance
template_vars dict Mutable. Variables used in the prompt
analysis_type str conversation or narration
dynamic_instructions list[DynamicInstruction] Mutable

agent.summarization.scene_analysis.cached

Fired when a cached analysis is reused instead of generating a new one. Same payload as above plus response containing cached analysis text.

Payload

Field Type Notes
agent SummarizeAgent The agent instance
template_vars dict Mutable. Variables used in the prompt
analysis_type str conversation or narration
dynamic_instructions list[DynamicInstruction] Mutable
response str The cached analysis text

agent.summarization.scene_analysis.before_deep_analysis

Occurs before running deep analysis passes (context investigations). Payload is SceneAnalysisDeepAnalysisEmission.

Payload

Field Type Notes
agent SummarizeAgent The agent instance
analysis str Current analysis text
analysis_type str Same as above
analysis_sub_type str e.g. progress, query, etc.
max_content_investigations int Upper bound for investigations
character Character Character in focus (may be None)

agent.summarization.scene_analysis.after_deep_analysis

Fired immediately after deep analysis completes. Payload identical to previous event; handlers may alter analysis.

Payload

Field Type Notes
agent SummarizeAgent The agent instance
analysis str Current analysis text
analysis_type str Same as above
analysis_sub_type str e.g. progress, query, etc.
max_content_investigations int Upper bound for investigations
character Character Character in focus (may be None)

agent.summarization.scene_analysis.after

Emitted after scene analysis is done and stored in scene state. Payload: SceneAnalysisEmission with response populated.

Payload

Field Type Notes
agent SummarizeAgent The agent instance
template_vars dict Mutable. Variables used in the prompt
analysis_type str conversation or narration
dynamic_instructions list[DynamicInstruction] Mutable
response str The analysis text

agent.summarization.summarize.before

Emitted before the summarizer performs a summarize prompt. Handlers can tweak template_vars or inject dynamic_instructions to influence the summarize.

Payload

Field Type Notes
agent SummarizeAgent The agent instance
text str The text to summarize
template_vars dict Mutable. Variables used in the prompt
dynamic_instructions list[DynamicInstruction] Mutable
extra_instructions str Mutable. any additional instructions
generation_options GenerationOptions Mutable. Generation options
summarization_history list[str] Mutable. any previous historical summaries

agent.summarization.summarize.after

Emitted after the summarizer performs a summarize prompt. Handlers can inspect or replace response.

Payload

Field Type Notes
agent SummarizeAgent The agent instance
text str The text to summarize
template_vars dict Mutable. Variables used in the prompt
dynamic_instructions list[DynamicInstruction] Mutable
extra_instructions str Mutable. any additional instructions
generation_options GenerationOptions Mutable. Generation options
summarization_history list[str] Mutable. any previous historical summaries
response str Mutable. The summary text

agent.summarization.before_build_archive

Fires at the very top of build_archive, before the summarizer decides whether new archive entries need to be produced. Handlers can short-circuit or instrument the archive-building pass.

Payload

Field Type Notes
agent SummarizeAgent The agent instance
generation_options GenerationOptions \| None Generation options that will be used for any summarization prompts performed during the build

agent.summarization.after_build_archive

Fires after build_archive has finished processing all eligible history entries (whether or not anything was actually summarized this pass).

Payload

Field Type Notes
agent SummarizeAgent The agent instance
generation_options GenerationOptions \| None The generation options that were used during the build

agent.summarization.layered_history.finalize

Emitted while finalizing a layered history archive entry. Handlers can inspect or replace the entry before it is added to the layered history. The emission exposes a response property that is a shortcut for entry.text, so handlers that only want to rewrite the summary text can mutate response directly.

Payload

Field Type Notes
agent SummarizeAgent The agent instance
entry LayeredArchiveEntry \| None Mutable. The layered archive entry being finalized
summarization_history list[str] Mutable. Previous summaries used as context
response str \| None Mutable. Shortcut for entry.text

agent.summarization.rag_build_sub_instruction

Fires when the summarizer assembles the additional sub-instruction used when fetching RAG context. Mixins (and external handlers) listen on this signal to append guidance about how the retrieved context should be interpreted.

Payload

Field Type Notes
agent SummarizeAgent The agent instance
sub_instruction str \| None Mutable. Concatenated sub-instruction to attach to the RAG query

TTS Agent Events

agent.tts.prepare.before

Emitted before an optional prepare_fn runs against an audio chunk (e.g. text normalization, audio-tag rewriting, voice selection). Only fires for chunks that declare a prepare_fn.

Payload

Field Type Notes
chunk Chunk The TTS chunk about to be prepared
context GenerationContext The full generation context (all chunks for the current request)
wav_bytes bytes \| None Always None at this point

agent.tts.prepare.after

Fires after a chunk's prepare_fn has run but before audio generation starts. Handlers can inspect (or mutate) the now-prepared chunk.

Payload

Field Type Notes
chunk Chunk The prepared TTS chunk
context GenerationContext The full generation context
wav_bytes bytes \| None Always None at this point

agent.tts.generate.before

Emitted immediately before the chunk is sent to the active TTS backend for synthesis.

Payload

Field Type Notes
chunk Chunk The TTS chunk about to be synthesised
context GenerationContext The full generation context
wav_bytes bytes \| None Always None at this point

agent.tts.generate.after

Fires after the TTS backend returns audio for a chunk and before the audio is played back. Handlers can inspect (or replace) the produced audio via wav_bytes.

Payload

Field Type Notes
chunk Chunk The TTS chunk that was synthesised
context GenerationContext The full generation context
wav_bytes bytes \| None Mutable. The synthesised audio bytes (None if generation failed)

Visual Agent Events

agent.visual.generation.before_generate

Emitted before the visual agent dispatches a generation request to the active backend (text-to-image or image-edit).

Payload

Field Type Notes
agent VisualAgent The agent instance
request GenerationRequest The request that is about to be sent to the backend
response GenerationResponse A response shell with id populated; not yet filled in

agent.visual.generation.after_generate

Fires after a generation request has completed and the resulting image has been delivered to the frontend (and optionally auto-saved as a scene asset). The same emission instance from before_generate is reused, so response now carries the generated image data.

Payload

Field Type Notes
agent VisualAgent The agent instance
request GenerationRequest The original request
response GenerationResponse The completed response, including base64 image data