BasicEventclassevents.t[581]

A basic event, for game-time and real-time events.

class BasicEvent :   object

Superclass Tree   (in declaration order)

BasicEvent
        object

Subclass Tree  

BasicEvent
        Event
                Daemon
                        SenseDaemon
                Fuse
                        SenseFuse
                PromptDaemon
                        OneTimePromptDaemon
        RealTimeEvent
                RealTimeDaemon
                        RealTimeSenseDaemon
                RealTimeFuse
                        RealTimeSenseFuse

Global Objects  

(none)

Summary of Properties  

obj_  prop_  sense_  source_ 

Summary of Methods  

callMethod  construct  eventMatches  executeEvent 

Properties  

obj_events.t[617]

the object and property we invoke

prop_events.t[618]
no description available

sense_events.t[631]
no description available

source_events.t[630]
The sensory context of the event. When the event fires, we'll execute its method in this sensory context, so that any messages generated will be displayed only if the player character can sense the source object in the given sense.

By default, these are nil, which means that the event's messages will be displayed (or, at least, they won't be suppressed because of the sensory context).

Methods  

callMethod ( )events.t[605]

Call our underlying method. This is an internal routine intended for use by the executeEvent() implementations.

construct (obj, prop)events.t[583]
construction

eventMatches (obj, prop)events.t[599]
does this event match the given object/property combination?

executeEvent ( )events.t[596]
Execute the event. This must be overridden by the subclass to perform the appropriate operation when executed. In particular, the subclass must reschedule or unschedule the event, as appropriate.

TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3