SenseFuseclass

events.t[375]

Superclass
Tree

Subclass
Tree

Global
Objects

Property
Summary

Method
Summary

Property
Details

Method
Details

A SenseFuse is just like a Fuse 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 Fuse’s execution.

class SenseFuse :   Fuse

Superclass Tree   (in declaration order)

SenseFuse
Fuse
Event
`                         object`

Subclass Tree  

(none)

Global Objects  

(none)

Summary of Properties  

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

Summary of Methods  

construct

Inherited from Fuse :
executeEvent

Inherited from Event :
callMethod delayEvent eventMatches getNextRunTime removeEvent

Properties  

(none)

Methods  

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

events.t[384]

senseObj is the object which must be sensed for this Fuse’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 Fuse, 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