BasicEvent class | events.t[581]

A basic event, for game-time and real-time events.

`class BasicEvent : object`

Superclass Tree (in declaration order)

`BasicEvent`
`object`

Subclass Tree

`BasicEvent`
`Event`
`Daemon`
`SenseDaemon`
`Fuse`
`SenseFuse`
`PromptDaemon`
`OneTimePromptDaemon`
`RealTimeEvent`
`RealTimeDaemon`
`RealTimeSenseDaemon`
`RealTimeFuse`
`RealTimeSenseFuse`

Global Objects

(none)

Summary of Properties

`obj_ prop_ sense_ source_`

Summary of Methods

`callMethod construct eventMatches executeEvent`

Properties

`obj_` | `events.t[617]`

the object and property we invoke

`prop_` | `events.t[618]`

no description available

`sense_` | `events.t[631]`

no description available

`source_` | `events.t[630]`

The sensory context of the event. When the event fires, we'll execute its method in this sensory context, so that any messages generated will be displayed only if the player character can sense the source object in the given sense.

By default, these are nil, which means that the event's messages will be displayed (or, at least, they won't be suppressed because of the sensory context).

Methods

`callMethod ( )` | `events.t[605]`

Call our underlying method. This is an internal routine intended for use by the executeEvent() implementations.

`construct (obj, prop)` | `events.t[583]`

construction

`eventMatches (obj, prop)` | `events.t[599]`

does this event match the given object/property combination?

`executeEvent ( )` | `events.t[596]`

Execute the event. This must be overridden by the subclass to perform the appropriate operation when executed. In particular, the subclass must reschedule or unschedule the event, as appropriate.

TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3