Trigger event
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Call event is most useful event. It allows interaction between many game aspects. | Call event is most useful event. It allows interaction between many game aspects. | ||
Revision as of 01:59, 3 July 2012
Call event is most useful event. It allows interaction between many game aspects.
It happens when trigger get touched, on monster dies, each object can have it's own behavior and launch call event under it's own circumstances.
But structure of event is same all the time.
Event input
- self - entity call is being processed on
- activator - who lets event go (usually player or monster)
- parameters - instructions for call event, fetched from "targetparm" field of self.
Event rules
- Instructions are case insensative
- ';' is the separator between instructions
- If call instructions not begin with "SELECT ", "SELECT TARGETS;" is automatically added
- Empty instructions defaults to "SELECT TARGETS;CALL"
Instructions
Order | Syntax | Description |
---|---|---|
1 | SELECT/ADD | Starts (select) and expands (add) selection of entities, which will be called.
|
2 | INFOPORTION <OPERATOR> | Manipulate infoportions on activator.
|
3 | CALL | This calls all selected entities with their default action.
Can prefix this instruction with <classname:>. In this case call event will only be processed on entities with matching class name. Examples: select targets;effect_light:call select byid 145;call |
4 | <CUSTOM ACTION> | One of object's supported custom call actions. Classname filter is supported.
Examples: select targets;effect_light:on select byid 145;trigger_puzzle:toggle 2 1 3 |
5 | BREAK or NOCALL | Immediately exit call event. |