SenseFuse class | events.t[375]

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 13/06/2025 from adv3Lite version 2.2.1