Table des matières

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Events (YAML)

Events are action blocks triggered automatically when entering a room, or manually through buttons.

Base Syntax

events:
  - if: "condition"
    do: "action"
    text: "Displayed message"

Actions Available in do:

Syntax Effect
score.+.10 Add 10 to score.
hp.-.3 Subtract 3 from hp.
score.=.0 Set score to 0.
score.=.v_other_v Copy another variable.
score.=.%1:6 Random value from 1 to 6.
object&&inventory&&Description Add an object.
-object&&inventory&&null Remove an object.
event_global:id:ON Enable a global event.
event_global:id:OFF Disable a global event.
event_global:id:SWITCH Toggle a global event.
timer_global:id:ON Start a global timer.
timer_global:id:OFF Stop a global timer.
trigger_event:id Trigger a global event directly.

Endings

events:
  - if: "v_hp_v <= 0"
    end: defeat
    text: "You died."
  - if: "v_score_v >= 100"
    end: victory
    text: "Congratulations!"

Redirection

events:
  - if: "v_hp_v <= 0"
    to: death_room
    text: "You pass out..."

An event with to: stops following events.

Event Button

events:
  - if: ~
    button: "Eat an apple (+3 HP)"
    do: "hp.+.3"
    text: "You eat the apple. HP: v_hp_v"

Limit Uses

events:
  - if: ~
    button: "Pick up a coin"
    do: "score.+.10"
    max: 3
    text:
      - if: "_max_atteint_"
        text: "No coins remain."
      - text: "+10 score."