SenseDaemonclass

events.t[456]

Superclass
Tree

Subclass
Tree

Global
Objects

Property
Summary

Method
Summary

Property
Details

Method
Details

A SenseDaemon is just like a Daemon except that any text produced during its execution is only displayed if the player char is able to sense the relevant object either at the start or at the end of the Daemon’s execution.

class SenseDaemon :   Daemon

Superclass Tree   (in declaration order)

SenseDaemon
Daemon
Event
`                         object`

Subclass Tree  

(none)

Global Objects  

(none)

Summary of Properties  

Inherited from Daemon :
interval_

Inherited from Event :
captureText eventOrder executed isPromptDaemon nextRunTime obj_ prop_ senseObj_ senseProp_

Summary of Methods  

construct

Inherited from Daemon :
executeEvent

Inherited from Event :
callMethod delayEvent eventMatches getNextRunTime removeEvent

Properties  

(none)

Methods  

construct (obj, prop, interval, senseProp, =, &, canSee, senseObj, =, obj)OVERRIDDEN

events.t[466]

Creation: in addition to the parameters passed to Daemon’s constructor, senseObj is the object which must be sensed for this Daemon’s text to be displayed. senseProp is one of &canSee, &canReach, &canHear, &canSmell. If these parameters are omitted then the senseObj will be the same as the obj whose prop property is executed by the Daemon, and the senseProp will be &canSee, probably the most common case.

Adv3Lite Library Reference Manual
Generated on 15/03/2023 from adv3Lite version 1.6.1