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Events are action blocks triggered automatically when entering a room, or manually through buttons.
events: - if: "condition" do: "action" text: "Displayed message"
if: — trigger condition. ~ or missing means always true.do: — action or list of actions.text: — optional displayed text.| 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. |
events: - if: "v_hp_v <= 0" end: defeat text: "You died." - if: "v_score_v >= 100" end: victory text: "Congratulations!"
events: - if: "v_hp_v <= 0" to: death_room text: "You pass out..."
An event with to: stops following events.
events: - if: ~ button: "Eat an apple (+3 HP)" do: "hp.+.3" text: "You eat the apple. HP: v_hp_v"
events: - if: ~ button: "Pick up a coin" do: "score.+.10" max: 3 text: - if: "_max_atteint_" text: "No coins remain." - text: "+10 score."