Completed

True once an explicit Complete Scene event has fired for the named scene during this run. Scene exhaustion does not flip this on its own.

Category: Scene state Returns: bool

Signature

Completed(sceneId)

The argument is a scene ID (scene_kim_chat). The result is read against the runtime’s set of completed scenes.

Examples

Completed(scene_kim_chat)           // Kim's conversation was completed
Completed(scene_act1) && !Completed(scene_act2)
                                    // act 1 done, act 2 not yet
Completed(scene_ending)             // gate epilogue content

Notes

A Complete Scene event must fire for the scene. Running all nodes to exhaustion does not mark the scene as completed. This is intentional: scene completion is an author-controlled signal, not an automatic one.

For a scene-state predicate that latches on poll (useful for encounter affordances), see Resolved.

For arguments: use the ID, not the UUID; see Expressions.

Docs last synced: 2026-07-08
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