Pattern script

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Contents

Introduction

Pattern scripts is special kind of expressions that returns 1 or 0 used to determine availability of some functionality or event. This scripts can check for very wide range of conditions (gametime, special parms of entities, infoportions etc.).

Usage examples:

  • Enemy appearance (some enemies are only active at night, some only at day etc.)
  • Gamemodels damage masks (checks if could be damaged by certain weapon)
  • Checking if trigger could be touched


Basic syntax:

 // this script check if its a night or if there is an enemy within 300 units
 night | enemy<300>.found
 // this scripts check if gametime is between 12 and 14 hours
 hour =><= 12 14
 // this script check if it's fullmoon night or raining 
 (night & fullmoon) | raining


Operators

# Operator Example Description
1 ( ) ( expression ) Expression
2 & x & y Logical 'And'
3 | x | y Logical 'Or'
4 = x = y Equal
5 != x != y Not equal
6 > x > y Greater
7 >= x >= y Greater or equal
8 < x < y Lesser
9 <= x <= y Lesser or equal
10 not x & not y Logical Not
11 >< x >< start end x > start And x < end
12 =>< x =>< start end x >= start And x < end
13 ><= x ><= start end x > start And x <= end
14 =><= x =><= start end x >= start And x <= end


Functions

Set of functions is determined by pattern implementation. There is two pattern implementations as of yet.

GenericPattern

This is generic appearance pattern. It used on enemies appearance, zone appearance.

# Operator Description
true Always returns 1
false Always returns 0
entity.field
target<name>.field
enemy<radius>.field
sid<name>.field

GamemodelHitPattern

# Operator Description
true Always returns 1
false Always returns 0
pushonly System word. Allows to push object but not destroy. This should be the first operator in expression if used.
tag_tagname Returns 1 if model tag closest to hit position matches this tag. Otherwise 0.
number% Randomly returns 1 with this chance percentage. Typical values are 25%, 50%, 90% etc.
damagetype Check if weapon have this damage type. Damagetype should be one of following constants:
  • slash - sword
  • crush - mace
  • crushblow - mace special hit
  • hack - axe
  • impale - throwing knifes, arrows
  • teeth - animals
  • claw - animals, wolf form
  • water - water damage
  • energy - energy bolts, magic missiles
  • spikes - spike zones
  • flame - fire, flame sword
  • flaying - flay artefact
  • imploding - implode artefact
  • soulreaver - soul reaver magic attack
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