SenseDaemon class | events.t[456]

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 02/05/2024 from adv3Lite version 2.0