SenseFuseclass
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
Inherited from Fuse
:
executeEvent
Inherited from Event
:
callMethod
delayEvent
eventMatches
getNextRunTime
removeEvent
Properties
(none)
Methods
construct (obj, prop, interval, senseProp, =, &, canSee, senseObj, =, obj)
OVERRIDDEN
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