Editing Trigger event
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− | + | 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. | |
− | ===Event input=== | + | === Event input === |
− | * self - entity | + | * self - entity call is being processed on |
− | * activator - who lets event go (usually player) | + | * activator - who lets event go (usually player or monster) |
− | * parameters - instructions for | + | * parameters - instructions for call event, fetched from "targetparm" field of self. |
− | ===Event rules=== | + | === Event rules === |
* Instructions are case insensative | * Instructions are case insensative | ||
− | |||
* ';' is the separator between instructions | * ';' is the separator between instructions | ||
− | * If | + | * If call instructions not begin with "SELECT ", "SELECT TARGETS;" is automatically added |
* Empty instructions defaults to "SELECT TARGETS;CALL" | * Empty instructions defaults to "SELECT TARGETS;CALL" | ||
− | + | = Instructions = | |
− | + | {| width=85% cellspacing=0 cellpadding=4 border=1 style="border-collapse: collapse" | |
− | + | ! width=2% align=center | Order | |
− | + | ! width=10% | Syntax | |
− | + | ! width=88% | Description | |
− | + | |- | |
− | + | | 1 | |
+ | | SELECT/ADD | ||
+ | | Starts (select) and expands (add) selection of [[Entity | 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 | |
− | + | |- | |
− | + | | 2 | |
+ | | INFOPORTION <OPERATOR> | ||
+ | | Manipulate [[Infoportion | infoportions]] on activator. | ||
− | ''' | + | * INFOPORTION SET ''infoportion'' - add/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) | |
− | + | |- | |
− | + | | 3 | |
+ | | CALL | ||
+ | | This calls all selected entities with their default action. | ||
− | + | 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 | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
|- | |- | ||
− | | | + | | 4 |
− | | | + | | <CUSTOM ACTION> |
− | | | + | | One of object's supported custom call actions. Classname filter is supported. |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | Examples: | |
− | + | ||
− | + | select targets;effect_light:on | |
+ | |||
+ | select byid 145;trigger_puzzle:toggle 2 1 3 | ||
+ | |- | ||
+ | | 5 | ||
+ | | BREAK or NOCALL | ||
+ | | Immediately exit call event. | ||
+ | |} |