Eventclass
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
eventOrder
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.
isPromptDaemon
by default, we’re not a per-command-prompt daemon
nextRunTime
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)
OVERRIDDEN
creation
delayEvent (turns)
delay our scheduled run time by the given number of turns
getNextRunTime ( )
our next run time, in game clock time
removeEvent ( )
remove this event from the event manager
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3