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{{TOCRIGHT}}
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= Introduction =
==Introduction==
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Pattern scripts is special kind of expressions that returns 1 or 0.
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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Pattern scripts are used to determine availability of some functionality or event, checks for special conditions.
* Pattern - script string
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* Script owner - entity that owns script
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* Script activator - entity that launched comparison event
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===Script rules===
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Pattern scripts can check for very wide range of conditions (gametime, special parms of entities, [[Infoportions | infoportions]] etc.).
* Instructions are case sensative
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* Operators (excluding ''('' and '')'') should be separated with space or tab.
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* Null script always returns 1
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Basic syntax:
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Example of things controlled by pattern scripts:
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* Enemy appearance (some enemies are only active at night, some only at day etc.)
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* Gamemodels damage masks (checks if could be damaged by certain weapon)
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* Checking if trigger could be touched
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Example of how pattern script looks like:
  
 
   // this script check if its a night or if there is an enemy within 300 units
 
   // this script check if its a night or if there is an enemy within 300 units
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   (night & fullmoon) | raining
 
   (night & fullmoon) | raining
  
==Operators==
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{| width=800 border=1 cellspacing=0 cellpadding=5 style="border-collapse: collapse"
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= Operators =
! width=10% | Operator
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! width=20% | Example
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{| border=1 cellspacing=0 cellpadding=5 style="border-collapse: collapse"
! width=70% | Description
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! #
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! Operator
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! Description
 
|-
 
|-
| colspan=3 class=shadow | Logical operators (only applicable between expressions)
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| align=center | 1
|-
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| align=center | '''(''' ''expression'' ''')'''  
| align=center | '''( )'''
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| align=center | '''('''''expression''''')'''  
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| Expression
 
| Expression
 
|-
 
|-
| align=center | '''&'''
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| align=center | 2
 
| align=center | x '''&''' y
 
| align=center | x '''&''' y
| Logical 'And'.
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| Logical 'And'
 
|-
 
|-
| align=center | '''|'''
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| align=center | 3
 
| align=center | x '''|''' y
 
| align=center | x '''|''' y
| Logical 'Or'.
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| Logical 'Or'
|-
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| align=center | '''not'''
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| align=center | x & '''not''' y
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| Logical Not.
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|-
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| colspan=3 class=shadow | Comparison operators
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|-
 
|-
| align=center | '''='''
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| align=center | 4
 
| align=center | x '''=''' y
 
| align=center | x '''=''' y
 
| Equal
 
| Equal
 
|-
 
|-
| align=center | '''!='''
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| align=center | 5
 
| align=center | x '''!=''' y  
 
| align=center | x '''!=''' y  
 
| Not equal
 
| Not equal
 
|-
 
|-
| align=center | '''>'''
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| align=center | 6
 
| align=center | x '''>''' y  
 
| align=center | x '''>''' y  
 
| Greater
 
| Greater
 
|-
 
|-
| align=center | '''>='''
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| align=center | 7
 
| align=center | x '''>=''' y
 
| align=center | x '''>=''' y
 
| Greater or equal
 
| Greater or equal
 
|-
 
|-
| align=center | '''<'''
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| align=center | 8
 
| align=center | x '''<''' y
 
| align=center | x '''<''' y
 
| Lesser
 
| Lesser
 
|-
 
|-
| align=center | '''<='''
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| align=center | 9
 
| align=center | x '''<=''' y
 
| align=center | x '''<=''' y
 
| Lesser or equal
 
| Lesser or equal
 
|-
 
|-
| align=center | '''><'''
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| align=center | 10
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| align=center | x & '''not''' y
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| Logical Not
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|-
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| align=center | 11
 
| align=center | x '''><''' start end
 
| align=center | x '''><''' start end
 
| x > start And x < end
 
| x > start And x < end
 
|-
 
|-
| align=center | '''=><'''
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| align=center | 12
 
| align=center | x '''=><''' start end
 
| align=center | x '''=><''' start end
 
| x >= start And x < end
 
| x >= start And x < end
 
|-
 
|-
| align=center | '''><='''
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| align=center | 13
 
| align=center | x '''><=''' start end
 
| align=center | x '''><=''' start end
 
| x > start And x <= end
 
| x > start And x <= end
 
|-
 
|-
| align=center | '''=><='''
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| align=center | 14
 
| align=center | x '''=><=''' start end
 
| align=center | x '''=><=''' start end
 
| x >= start And x <= end
 
| x >= start And x <= end
 
|}
 
|}
  
==Functions==
 
  
Set of functions is determined by pattern implementation. There is two pattern implementations as of yet.
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= Functions =
  
===GenericPattern===
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Set of functions is determined by pattern realisations. There is two pattern realizations as of yet.
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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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=== GamemodelHitPattern ===
:Always yes
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'''false'''
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:Always no
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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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'''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'''
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:Always yes
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'''false'''
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:Always no
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'''pushonly'''
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:System word. Allows to push object but not destroy. This should be the first operator in expression if used.
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'''tag_''tagname'''''
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:Returns true if model tag closest to hit position matches this tag. Otherwise 0.
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'''''number''%'''
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:Randomly returns true with this chance percentage. Typical values are 25%, 50%, 90% etc.
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'''''damagetype'''''
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: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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:* '''crush''' - mace
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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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==See also==
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Pattern functions used by [[misc_gamemodel | Gamemodels]] to determine, if break animation is available for a certain type of weapon.
* [[Trigger event]]
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