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{{TOCRIGHT}}
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{{article unfinished}}
==Introduction==
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Pattern scripts is special kind of expressions that returns 1 or 0. Script can check and combine wide range of conditions (gametime, special parms of entities, [[Infoportions | infoportions]] etc.). Pattern script are used for enemy appearance, gamemodel damage masks, trigger touchability and other events which only need to control availability of some action.
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===Script input===
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== Introduction ==
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Pattern scripts is special kind of expressions that returns 1 or 0. Script can check and combine wide range of conditions (gametime, special parms of entities, [[Infoportions | infoportions]] etc.). Patters script are used for enemy appearance, gamemodel damage masks, trigger touchability and other events which only need to control availability of some action.
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=== Script input ===
 
* Pattern - script string
 
* Pattern - script string
* Script owner - entity that owns script
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* Script owner - entity that owns pattern comparison
 
* Script activator - entity that launched comparison event
 
* Script activator - entity that launched comparison event
  
===Script rules===
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=== Script rules ===
 
* Instructions are case sensative
 
* Instructions are case sensative
* Operators (excluding ''('' and '')'') should be separated with space or tab.
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* Operators (excluding ''()'') should be separated by space or tab.
 
* Null script always returns 1
 
* Null script always returns 1
  
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   (night & fullmoon) | raining
 
   (night & fullmoon) | raining
  
==Operators==
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== Operators ==
 
{| width=800 border=1 cellspacing=0 cellpadding=5 style="border-collapse: collapse"
 
{| width=800 border=1 cellspacing=0 cellpadding=5 style="border-collapse: collapse"
 
! width=10% | Operator
 
! width=10% | Operator
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|}
 
|}
  
==Functions==
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== Functions ==
  
 
Set of functions is determined by pattern implementation. There is two pattern implementations as of yet.
 
Set of functions is determined by pattern implementation. There is two pattern implementations as of yet.
  
===GenericPattern===
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=== GenericPattern ===
  
 
This is generic appearance pattern. It used on enemies appearance, [[Zones | zone appearance]].
 
This is generic appearance pattern. It used on enemies appearance, [[Zones | zone appearance]].
  
'''true'''
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{| width=800 border=1 cellspacing=0 cellpadding=5 style="border-collapse: collapse"
:Always yes
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! width=25% | Operator
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! width=75% | Check for
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|-
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| '''true'''
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| Always yes
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|-
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| '''false'''
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| Always no
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|-
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| colspan=2 class=shadow | Entity checks
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|-
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| '''self'''.''field''
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| Checks one of the field of script owner. Fields could be:
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* '''found''' - entity exists.
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* '''touchable''' - entity is touchable trigger or zone.
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* '''fired''' - trigger is deactivated. This is only applicable to: trigger_once, trigger_redirect, trigger_multi.
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* '''solved''' - puzzle trigger is solved. This is only applicable to: trigger_puzzle.
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* '''killed''' - entity was killed (deadflag is set).
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* '''dist''' ''x'' ''operator'' - check distance to activator.
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* '''deadtime''' ''x'' ''operator'' - check time enemy being dead.
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|-
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| '''enemy'''.''field''
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| Check field of script owner enemy. See fields list above.
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|-
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| '''target<'''''name'''''>'''.''field''
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| Find entity by targetname (return first match). See fields list above.
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|-
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| '''enemy<'''''radius'''''>'''.''field''
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| Find enemy of script owner within given radius. See fields list above.
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|-
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| '''sid<'''''name'''''>'''.''field''
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| Find entity by [[SaveId]]. See fields list above.
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|-
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| colspan=2 class=shadow | Activator checks
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|-
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| '''player'''
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| Script activator is player.
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|-
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| '''monster'''
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| Is [[Radiant Glossary | NPC]].
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|-
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| '''posessed'''
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| Is [[Radiant Glossary | NPC]] posessed by player.
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|-
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| '''info''' ''infoportion''
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| Activator has this [[Infoportions | infoportion]]
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|-
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| '''infovalue''' ''infoportion'' ''operator''
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| Infoportion value comparison (false is always returned is there is no such infoportion).
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|-
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| colspan=2 class=shadow | [[Gametime]] checks
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|-
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| '''fullmoon'''
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| Moon is on full state (note that moon can be on full state at day).
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|-
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| '''newmoon'''
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| Moon is on null state.
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|-
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| '''morning'''
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| Gametime hour is within 5.00 - 9.59.
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|-
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| '''day'''
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| Gametime hour is within 10.00 - 18.59.
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|-
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| '''evening'''
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| Gametime hour is within 19.00 - 22.59.
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|-
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| '''night'''
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| Gametime hour is within 23.00 - 4.59.
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|-
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| '''hour''' x ''operator''
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| Gametime hour is within some bounds.
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|-
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| '''time''' x ''operator''
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| Gametime check using string gametime representation. All operators are supported.
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|-
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| '''daytime''' x ''operator''
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| Gametime check using float gametime representation (daytime).
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|-
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| '''moontime''' x ''operator''
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| Gametime check using float gametime representation (moontime).
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|-
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| colspan=2 class=shadow | Other checks
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|-
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| '''raining'''
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| Check if it is raining or snow.
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|}
  
'''false'''
 
:Always no
 
  
'''self'''.''field''
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=== GamemodelHitPattern ===
:Checks one of the field of script owner. Fields could be:
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:* '''found''' - entity exists
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:* '''touchable''' - entity is touchable trigger or zone
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:* '''fired''' - trigger is deactivated. This is only applicable to: trigger_once, trigger_redirect, trigger_multi
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:* '''solved''' - puzzle trigger is solved. This is only applicable to: trigger_puzzle
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:* '''killed''' - entity was killed (deadflag is set)
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:* '''dist''' ''x'' ''operator'' - check distance to activator
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:* '''deadtime''' ''x'' ''operator'' - check time enemy being dead
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'''enemy'''.''field''
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:Check field of script owner enemy. See fields list above.
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'''target<'''''name'''''>'''.''field''
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:Find entity by targetname (return first match). See fields list above.
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'''enemy<'''''radius'''''>'''.''field''
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:Find enemy of script owner within given radius. See fields list above.
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'''sid<'''''name'''''>'''.''field''
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:Find entity by [[SaveId]]. See fields list above.
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'''player'''
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:Script activator is player.
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'''monster'''
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:Script activator is [[Radiant/Glossary | NPC]].
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'''posessed'''
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:Script activator is  [[Radiant/Glossary | NPC]] posessed by player.
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'''info''' ''infoportion''
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:Activator has this [[Infoportions | infoportion]]
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'''infovalue''' ''infoportion'' ''operator''
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:Infoportion value comparison (false is always returned is there is no such infoportion).
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'''morning'''
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:[[Gametime]] hour is within 5.00 - 9.59.
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'''day'''
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:Gametime hour is within 10.00 - 18.59.
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'''evening'''
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:Gametime hour is within 19.00 - 22.59.
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'''night'''
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:Gametime hour is within 23.00 - 4.59.
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'''hour''' x ''operator''
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:Gametime hour is within some bounds.
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'''time''' x ''operator''
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:Gametime check using string gametime representation. All operators are supported.
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'''daytime''' x ''operator''
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:Gametime check using float gametime representation (daytime).
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'''moontime''' x ''operator''
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:Gametime check using float gametime representation (moontime).
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'''fullmoon'''
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:Moon is on full state (note that moon can be on full state at day).
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'''newmoon'''
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:Moon is on null state.
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'''raining'''
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:Check if it is raining or snow.
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===GamemodelHitPattern===
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'''true'''
 
'''true'''
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:Always no
 
:Always no
  
'''pushonly'''
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{{hidden begin | GamemodelHitPattern functions}}
:System word. Allows to push object but not destroy. This should be the first operator in expression if used.
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{| width=800 border=1 cellspacing=0 cellpadding=5 style="border-collapse: collapse"
 
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! width=25% | Operator
'''tag_''tagname'''''
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! width=75% | Check for
:Returns true if model tag closest to hit position matches this tag. Otherwise 0.
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|-
 
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| '''true'''
'''''number''%'''
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| Always yes
:Randomly returns true with this chance percentage. Typical values are 25%, 50%, 90% etc.
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|-
 
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| '''false'''
'''''damagetype'''''
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| Always no
:Weapon that was used to hit model have this damage type. Damagetype should be one of following constants:
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|-
:* '''slash''' - sword
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| '''pushonly'''
:* '''crush''' - mace
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| System word. Allows to push object but not destroy. This should be the first operator in expression if used.
:* '''crushblow''' - mace special hit
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|-
:* '''hack''' - axe
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| '''tag_''tagname'''''
:* '''impale''' - throwing knifes, arrows
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| Returns true if model tag closest to hit position matches this tag. Otherwise 0.
:* '''teeth''' - animals
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|-
:* '''claw''' - animals, wolf form
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| '''''number''%'''
:* '''water''' - water damage
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| Randomly returns true with this chance percentage. Typical values are 25%, 50%, 90% etc.
:* '''energy''' - energy bolts, magic missiles
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|-
:* '''spikes''' - spike zones
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| '''''damagetype'''''
:* '''flame''' - fire, flame sword
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| Weapon that was used to hit model have this damage type. Damagetype should be one of following constants:
:* '''flaying''' - flay artefact
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* '''slash''' - sword
:* '''imploding''' - implode artefact
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* '''crush''' - mace
:* '''soulreaver''' - soul reaver magic attack
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* '''crushblow''' - mace special hit
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* '''hack''' - axe
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* '''impale''' - throwing knifes, arrows
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* '''teeth''' - animals
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* '''claw''' - animals, wolf form
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* '''water''' - water damage
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* '''energy''' - energy bolts, magic missiles
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* '''spikes''' - spike zones
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* '''flame''' - fire, flame sword
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* '''flaying''' - flay artefact
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* '''imploding''' - implode artefact
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* '''soulreaver''' - soul reaver magic attack
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|}
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{{hidden end}}
  
==See also==
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== See also ==
 
* [[Trigger event]]
 
* [[Trigger event]]

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