Eventclassevents.t[637]

Base class for fuses and daemons

class Event :   BasicEvent

Superclass Tree   (in declaration order)

Event
        BasicEvent
                object

Subclass Tree  

Event
        Daemon
                SenseDaemon
        Fuse
                SenseFuse
        PromptDaemon
                OneTimePromptDaemon

Global Objects  

(none)

Summary of Properties  

eventOrder  isPromptDaemon  nextRunTime 

Inherited from BasicEvent :
obj_  prop_  sense_  source_ 

Summary of Methods  

construct  delayEvent  getNextRunTime  removeEvent 

Inherited from BasicEvent :
callMethod  eventMatches  executeEvent 

Properties  

eventOrderevents.t[654]

Event order - this establishes the order we run relative to other events scheduled to run at the same game clock time. Lowest number goes first. By default, we provide an event order of 100, which should leave plenty of room for custom events before and after default events.

isPromptDaemonevents.t[674]
by default, we're not a per-command-prompt daemon

nextRunTimeevents.t[671]
our next execution time, expressed in game clock time; by default, we'll set this to nil, which means that we are not scheduled to execute at all

Methods  

construct (obj, prop)OVERRIDDENevents.t[657]

creation

delayEvent (turns)events.t[642]
delay our scheduled run time by the given number of turns

getNextRunTime ( )events.t[639]
our next run time, in game clock time

removeEvent ( )events.t[645]
remove this event from the event manager

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