Trigger event
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Event basics
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.
Call 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.
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 <OPERATOR>
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)
CALL / <CUSTOM ACTION>
This calls all selected entities with their default action (call) or custom action supported by it's class.
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
BREAK or NOCALL
Immediately exit call event.