SenseDaemonclassevents.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)OVERRIDDENevents.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.

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