Event class | events.t[637]

Base class for fuses and daemons

`class Event : BasicEvent`

Superclass Tree (in declaration order)

`Event`
`BasicEvent`
`object`

Subclass Tree

`Event`
`Daemon`
`SenseDaemon`
`Fuse`
`SenseFuse`
`PromptDaemon`
`OneTimePromptDaemon`

Global Objects

(none)

Summary of Properties

`eventOrder isPromptDaemon nextRunTime`

Inherited from `BasicEvent` :
`obj_ prop_ sense_ source_`

Summary of Methods

`construct delayEvent getNextRunTime removeEvent`

Inherited from `BasicEvent` :
`callMethod eventMatches executeEvent`

Properties

`eventOrder` | `events.t[654]`

Event order - this establishes the order we run relative to other events scheduled to run at the same game clock time. Lowest number goes first. By default, we provide an event order of 100, which should leave plenty of room for custom events before and after default events.

`isPromptDaemon` | `events.t[674]`

by default, we're not a per-command-prompt daemon

`nextRunTime` | `events.t[671]`

our next execution time, expressed in game clock time; by default, we'll set this to nil, which means that we are not scheduled to execute at all

Methods

`construct (obj, prop)`OVERRIDDEN | `events.t[657]`

creation

`delayEvent (turns)` | `events.t[642]`

delay our scheduled run time by the given number of turns

`getNextRunTime ( )` | `events.t[639]`

our next run time, in game clock time

`removeEvent ( )` | `events.t[645]`

remove this event from the event manager

TADS 3 Library Manual
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