Editing Trigger event

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{{TOCRIGHT}}
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= Call event basics =
Trigger event (verb '''''to trigger''''') is most useful event. It allows interaction between game objects.
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Many entities can trigger other entities, or be triggered. For example you could open and close a door with a button, so here the button triggers the door. Not only buttons can trigger things, for example enemy could trigger a door when dies.
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Call event is most useful event.
  
In Blood Omnicide, trigger event can have custom instructions which is used to control the way entities react to the event.  
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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.
  
===Event input===
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But structure of event is same all the time.
  
* self - entity trigger event is being processed on
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'''Call event input:'''
* activator - who lets event go (usually player)
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* parameters - instructions for trigger event, fetched from "targetparm" field of self.
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===Event rules===
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* self - entity call is being processed on
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* activator - who lets event go (usually player or monster)
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* parameters - instructions for call event, fetched from "targetparm" field of self.
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'''Call parameters rules:'''
  
 
* Instructions are case insensative
 
* Instructions are case insensative
* Instruction keywords are separated by space and TAB (except for braces)
 
 
* ';' is the separator between instructions
 
* ';' is the separator between instructions
* If trigger instructions not begin with "SELECT ", scripts automatically executes "SELECT TARGETS" at beginning.
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* If call parameters instructions string not begins with "SELECT ", "SELECT TARGETS;" is automatically added
 
* Empty instructions defaults to "SELECT TARGETS;CALL"
 
* Empty instructions defaults to "SELECT TARGETS;CALL"
  
==Instructions==
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= Instructions =
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=== SELECT/ADD ===
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Starts (select) and expands (add) selection of [[Entity | entities]], which will be called.
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* SELECT TARGETS - select entity to which i'm targeted
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* SELECT TARGETERS - select entities which are targeted to me
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* SELECT BYID ''<id1> <id2> <id3> ... <idX>'' - select entities by their save id's
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* SELECT BYTARGETNAME ''<targetname1> <targetname2> ... <targetnameX>'' - select entities by their save id's
  
'''SELECT/ADD'''
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=== INFOPORTION <OPERATOR> ===
:Starts (select) or expands (add) selection of [[Entity | entities]].
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:* SELECT TARGETS - select entity to which i'm targeted
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:* SELECT TARGETERS - select entities which are targeted to me
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:* SELECT BYID ''<id1> <id2> <id3> ... <idX>'' - select entities by their save id's
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:* SELECT BYTARGETNAME ''<targetname1> <targetname2> ... <targetnameX>'' - select entities by their targetnames
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'''INFOPORTION ''OPERATOR'''''
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Manipulate [[Infoportion | infoportions]] on activator.
:Manipulate [[Infoportions | infoportions]] on activator:
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:* '''INFO SET''' ''infoportion'' - add/update infoportion
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:* '''INFO DEL''' ''infoportion'' - delete infoportion
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:* '''INFO INC''' ''infoportion'' ''increase_by'' - increase infoportion value by 1 or by custom value (of presented)
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:* '''INFO DEC''' ''infoportion'' ''decrease_by'' - increase infoportion value by 1 or by custom value (of presented)
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'''CALL'''
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* INFOPORTION SET ''infoportion'' - adds/update infoportion
:This triggers all selected entities with their default action.
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* INFOPORTION DEL ''infoportion'' - delete infoportion
:Can prefix this instruction with <classname:>. In this case trigger event will only be processed on entities with matching class name.
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* INFOPORTION INC ''infoportion'' ''[increase_by]'' - increase infoportion value by 1 or by custom value (of presented)
:Examples:
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* INFOPORTION DEC ''infoportion'' ''[decrease_by]'' - increase infoportion value by 1 or by custom value (of presented)
::select targets;effect_light:call
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::select byid 145;call
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'''''CUSTOM ACTION'''''
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=== CALL / <CUSTOM ACTION> ===
:One of object's supported custom trigger actions. Classname filter is supported.
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:Examples:
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::select targets;effect_light:on
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::select byid 145;trigger_puzzle:toggle 2 1 3
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'''BREAK or NOCALL'''
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This calls all selected entities with their default action (call) or custom action supported by it's class.
:Immediately exit trigger event.
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==Event keys==
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Can prefix this instruction with <classname:>. In this case call event will only be processed on entities with matching class name.
  
Trigger event have general keys that is used for it.
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Examples:
  
Sometimes this keys are used by other kind of events too. This special behavior (if presented) is defined in particular class reference.
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select targets;effect_light:call
  
{{entity fields}}
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select byid 145;call
|-
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| Target
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| target
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| All entities with matching targetname will be triggered.
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|-
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| Target parameters
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| targetparm
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| When entity is triggered, this is instructions for trigger event (see instructions above);
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|-
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| Targetname
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| targetname
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| Entities with matching target will trigger this entity.
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{{entity fields end}}
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== See also ==
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=== BREAK or NOCALL ===
* [[Pattern script]]
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{{finished}}
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Immediately exit call event.

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