Eventclass

events.t[637]

Superclass
Tree

Subclass
Tree

Global
Objects

Property
Summary

Method
Summary

Property
Details

Method
Details

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

events.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.

isPromptDaemon

events.t[674]

by default, we’re not a per-command-prompt daemon

nextRunTime

events.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)OVERRIDDEN

events.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