Trigger event

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Call event basics

Call event is most useful event.

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.

Call event takes 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.

Call parameters rules:

  • Instructions are case insensative
  • ';' is the separator between instructions
  • If call parameters instructions string not begins with "select", "SELECT TARGETS;" is automatically added
  • Empty instructions defaults to "SELECT TARGETS;CALL"

Instructions

SELECT/ADD

Starts (select) and expands (add) selection of entities, which will be called.

  • SELECT TARGETS - select entity to which i'm targeted
  • SELECT TARGETERS - select entities which are targeted to me
  • SELECT BYID id1 id2 id3 ... idX - select entities by their save id's
  • SELECT BYTARGETNAME targetname1 targetname2 ... targetnameX - select entities by their save id's

INFOPORTION

Manipulate infoportions on activator.

  • INFOPORTION SET infoportion - adds/update infoportion
  • INFOPORTION DEL infoportion - delete infoportion
  • INFOPORTION INC infoportion [increase_by] - increase infoportion value by 1 or by custom value (of presented)
  • INFOPORTION DEC infoportion [decrease_by] - increase infoportion value by 1 or by custom value (of presented)

[CLASSNAME:]CALL

This calls all selected entities with their default action.

Can filter this event by classname, if it's presented, only selected entities matching classname will be processed.

Example: select targets;effect_light:call

[CLASSNAME:]SOMEACTION

This calls all selected entities with custom action. Action should be selected from object's definition.

BREAK

Immediately exits call event.

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