EVENTS

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An EVENTS definition contains a set of trigger scripts which can be attached to characters. There are different properties that can be used to attach an event block to a character or set of characters:


Syntax

The syntax for defining an event is:


[EVENTS defname]
ON=trigger_name
    script

ON=trigger_name
    script


Any number of triggers can be handled by one EVENTS definition, however it is not possible to handle the same trigger twice without using multiple definitions.


The trigger name can be the name of any character trigger. The return value from the script can affect Sphere's hardcoded behaviour in different ways. See the documentation for the trigger to discover what parameters are passed in to each trigger and what the return values do.


Examples

//
// When attached to a character, character speaks when double-clicked
//
[EVENTS e_exampleevent]
ON=@DClick
    SAY I have been double clicked!
    RETURN 2
//
// e_Human_Environ from default script pack
// Attached to NPCs to make them light a torch during the night
//
[EVENTS e_Human_Environ]
ON=@EnvironChange
    IF (<FLAGS> & statf_war)
        RETURN 0
    ENDIF
    IF !(<SECTOR.ISDARK>) || (<FLAGS> & statf_nightsight)
        IF (<FINDLAYER.layer_hand2>)
            IF (<FINDLAYER.layer_hand2.TYPE> == t_light_lit)
                FINDLAYER.layer_hand2.BOUNCE
            ENDIF
        ENDIF
        RETURN 0
    ENDIF
    // already have a lit light ?
    IF (<FINDLAYER.layer_hand2>)
        IF (<FINDLAYER.layer_hand2.TYPE> == t_light_lit)
            RETURN 0
        ENDIF
    ENDIF
    // try to use a torch or light source if i have one. (and it's dark)
    IF (<FINDTYPE.t_light_out>)
        FINDTYPE.t_light_out.EQUIP
        FINDTYPE.t_light_out.USE
    ENDIF
    RETURN 0