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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 ==
 +
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
'''false'''
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|-
:Always no
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| '''true'''
 
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| Always yes
'''self'''.''field''
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|-
:Checks one of the field of script owner. Fields could be:
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| '''false'''
:* '''found''' - entity exists
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| Always no
:* '''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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| colspan=2 class=shadow | Entity checks
:* '''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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| '''self'''.''field''
:* '''dist''' ''x'' ''operator'' - check distance to activator
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| Checks one of the field of script owner. Fields could be:
:* '''deadtime''' ''x'' ''operator'' - check time enemy being dead
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* '''found''' - entity exists.
 
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* '''touchable''' - entity is touchable trigger or zone.
'''enemy'''.''field''
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* '''fired''' - trigger is deactivated. This is only applicable to: trigger_once, trigger_redirect, trigger_multi.
:Check field of script owner enemy. See fields list above.
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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).
'''target<'''''name'''''>'''.''field''
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* '''dist''' ''x'' ''operator'' - check distance to activator.
:Find entity by targetname (return first match). See fields list above.
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* '''deadtime''' ''x'' ''operator'' - check time enemy being dead.
 
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|-
'''enemy<'''''radius'''''>'''.''field''
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| '''enemy'''.''field''
:Find enemy of script owner within given radius. See fields list above.
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| Check field of script owner enemy. See fields list above.
 
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|-
'''sid<'''''name'''''>'''.''field''
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| '''target<'''''name'''''>'''.''field''
:Find entity by [[SaveId]]. See fields list above.
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| Find entity by targetname (return first match). See fields list above.
 
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|-
'''player'''
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| '''enemy<'''''radius'''''>'''.''field''
:Script activator is player.
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| Find enemy of script owner within given radius. See fields list above.
 
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|-
'''monster'''
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| '''sid<'''''name'''''>'''.''field''
:Script activator is [[Radiant/Glossary | NPC]].
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| Find entity by [[SaveId]]. See fields list above.
 
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|-
'''posessed'''
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| colspan=2 class=shadow | Activator checks
:Script activator is  [[Radiant/Glossary | NPC]] posessed by player.
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|-
 
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| '''player'''
'''info''' ''infoportion''
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| Script activator is player.
:Activator has this [[Infoportions | infoportion]]
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|-
 
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| '''monster'''
'''infovalue''' ''infoportion'' ''operator''
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| Is [[Radiant Glossary | NPC]].
:Infoportion value comparison (false is always returned is there is no such infoportion).
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|-
 
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| '''posessed'''
'''morning'''
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| Is [[Radiant Glossary | NPC]] posessed by player.
:[[Gametime]] hour is within 5.00 - 9.59.
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|-
 
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| '''info''' ''infoportion''
'''day'''
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| Activator has this [[Infoportions | infoportion]]
:Gametime hour is within 10.00 - 18.59.
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|-
 
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| '''infovalue''' ''infoportion'' ''operator''
'''evening'''
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| Infoportion value comparison (false is always returned is there is no such infoportion).
:Gametime hour is within 19.00 - 22.59.
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|-
 
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| colspan=2 class=shadow | [[Gametime]] checks
'''night'''
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|-
:Gametime hour is within 23.00 - 4.59.
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| '''fullmoon'''
 
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| Moon is on full state (note that moon can be on full state at day).
'''hour''' x ''operator''
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|-
:Gametime hour is within some bounds.
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| '''newmoon'''
 
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| Moon is on null state.
'''time''' x ''operator''
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|-
:Gametime check using string gametime representation. All operators are supported.
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| '''morning'''
 
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| Gametime hour is within 5.00 - 9.59.
'''daytime''' x ''operator''
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|-
:Gametime check using float gametime representation (daytime).
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| '''day'''
 
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| Gametime hour is within 10.00 - 18.59.
'''moontime''' x ''operator''
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|-
:Gametime check using float gametime representation (moontime).
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| '''evening'''
 
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| Gametime hour is within 19.00 - 22.59.
'''fullmoon'''
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|-
:Moon is on full state (note that moon can be on full state at day).
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| '''night'''
 
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| Gametime hour is within 23.00 - 4.59.
'''newmoon'''
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|-
:Moon is on null state.
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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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|}
  
'''raining'''
 
:Check if it is raining or snow.
 
  
===GamemodelHitPattern===
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=== GamemodelHitPattern ===
  
 
'''true'''
 
'''true'''
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:Randomly returns true with this chance percentage. Typical values are 25%, 50%, 90% etc.
 
:Randomly returns true with this chance percentage. Typical values are 25%, 50%, 90% etc.
  
'''''damagetype'''''
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'''damagetype'''
 
:Weapon that was used to hit model have this damage type. Damagetype should be one of following constants:
 
:Weapon that was used to hit model have this damage type. Damagetype should be one of following constants:
:* '''slash''' - sword
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* '''slash''' - sword
:* '''crush''' - mace
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* '''crush''' - mace
:* '''crushblow''' - mace special hit
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* '''crushblow''' - mace special hit
:* '''hack''' - axe
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* '''hack''' - axe
:* '''impale''' - throwing knifes, arrows
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* '''impale''' - throwing knifes, arrows
:* '''teeth''' - animals
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* '''teeth''' - animals
:* '''claw''' - animals, wolf form
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* '''claw''' - animals, wolf form
:* '''water''' - water damage
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* '''water''' - water damage
:* '''energy''' - energy bolts, magic missiles
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* '''energy''' - energy bolts, magic missiles
:* '''spikes''' - spike zones
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* '''spikes''' - spike zones
:* '''flame''' - fire, flame sword
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* '''flame''' - fire, flame sword
:* '''flaying''' - flay artefact
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* '''flaying''' - flay artefact
:* '''imploding''' - implode artefact
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* '''imploding''' - implode artefact
:* '''soulreaver''' - soul reaver magic attack
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* '''soulreaver''' - soul reaver magic attack
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{{hidden end}}
  
==See also==
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== See also ==
 
* [[Trigger event]]
 
* [[Trigger event]]

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