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)
Subclass Tree
Global Objects
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
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 26/02/2025 from adv3Lite version 2.2
Generated on 26/02/2025 from adv3Lite version 2.2