Pattern script

From Blood Wiki
(Difference between revisions)
Jump to: navigation, search
(GamemodelHitPattern)
(GamemodelHitPattern)
Line 192: Line 192:
 
=== GamemodelHitPattern ===
 
=== GamemodelHitPattern ===
  
=====true====
+
'''true'''
 
:Always yes
 
:Always yes
  
=====false====
+
'''false'''
 
:Always no
 
:Always no
  

Revision as of 02:37, 18 July 2012

Template:Article unfinished

Contents

Introduction

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 etc.). Patters script are used for enemy appearance, gamemodel damage masks, trigger touchability and other events which only need to control availability of some action.

Script input

  • Pattern - script string
  • Script owner - entity that owns pattern comparison
  • Script activator - entity that launched comparison event

Script rules

  • Instructions are case sensative
  • Operators (excluding ()) should be separated by space or tab.
  • Null script always returns 1

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
Logical operators (only applicable between expressions)
( ) (expression) Expression
& x & y Logical 'And'.
| x | y Logical 'Or'.
not x & not y Logical Not.
Comparison operators
= x = y Equal
!= x != y Not equal
> x > y Greater
>= x >= y Greater or equal
< x < y Lesser
<= x <= y Lesser or equal
>< x >< start end x > start And x < end
=>< x =>< start end x >= start And x < end
><= x ><= start end x > start And x <= end
=><= 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 Check for
true Always yes
false Always no
Entity checks
self.field Checks one of the field of script owner. Fields could be:
  • found - entity exists.
  • touchable - entity is touchable trigger or zone.
  • fired - trigger is deactivated. This is only applicable to: trigger_once, trigger_redirect, trigger_multi.
  • solved - puzzle trigger is solved. This is only applicable to: trigger_puzzle.
  • killed - entity was killed (deadflag is set).
  • dist x operator - check distance to activator.
  • deadtime x operator - check time enemy being dead.
enemy.field Check field of script owner enemy. See fields list above.
target<name>.field Find entity by targetname (return first match). See fields list above.
enemy<radius>.field Find enemy of script owner within given radius. See fields list above.
sid<name>.field Find entity by SaveId. See fields list above.
Activator checks
player Script activator is player.
monster Is NPC.
posessed Is NPC posessed by player.
info infoportion Activator has this infoportion
infovalue infoportion operator Infoportion value comparison (false is always returned is there is no such infoportion).
Gametime checks
fullmoon Moon is on full state (note that moon can be on full state at day).
newmoon Moon is on null state.
morning Gametime hour is within 5.00 - 9.59.
day Gametime hour is within 10.00 - 18.59.
evening Gametime hour is within 19.00 - 22.59.
night Gametime hour is within 23.00 - 4.59.
hour x operator Gametime hour is within some bounds.
time x operator Gametime check using string gametime representation. All operators are supported.
daytime x operator Gametime check using float gametime representation (daytime).
moontime x operator Gametime check using float gametime representation (moontime).
Other checks
raining Check if it is raining or snow.


GamemodelHitPattern

true

Always yes

false

Always no

See also

Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox