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Table des matières
Language / Langue : FR | EN
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"
if:- trigger condition.~or missing means always true.do:- action or list of actions.text:- optional displayed text.
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."
Conditional buttons (visible-si / grise-si)
evenements: - si: ~ bouton: "⚔️ Attack" visible-si: "v_hp_v > 0" # hidden when HP reach 0 faire: "score.+.5" texte: "You attack!" - si: ~ bouton: "🏃 Flee" grise-si: "v_hp_v <= 0" # visible but inactive when HP reach 0 vers: accueil
visible-si: hides the button when the condition is false. grise-si: keeps the button visible but inactive when the condition is true.
⚠ On Discord, buttons are frozen inside the message that was sent. Clicking 🔄 (refresh) forces a redisplay with up to date buttons.
Conditional text on an event
The texte: field accepts a list of conditional blocks:
texte: - si: "_max_atteint_" texte: "No charge left!" - si: "v_score_v > 50" texte: "🏆 Wealthy adventurer: score v_score_v!" - texte: "Action done." # fallback, always shown
Sequential behaviour
⚠ Important: events run in order. Each one sees the values already changed by the previous ones. An event carrying vers: or fin: stops the ones after it.
Timer started by an event
evenements: - si: ~ timer: hourglass duree: "30" vers: salle_expiration texte: "The hourglass is running!"
v_hourglass_v holds the remaining seconds. A local timer is cancelled when the player leaves the room.
Manual command inside faire: (v4.9)
The commande: action inside faire: runs a text command of the bot, from an event, a choice or an action:
faire: - commande: "take key" - commande: "inspect chest" - commande: "go laboratory"
It works with the standard commands: go, back, take, throw, inspect, inventory, refresh, reply, edit, vars. Their French names are accepted too (avancer, reculer, prendre, jeter, examiner, inventaire, rafraichir, repondre, modifier, variables).
Useful to chain a series of actions automatically, or to simulate an interaction from an event.
Inline Events
A local event can be triggered by a tooltip or clickable element, and a source: + target: pair defines a drag&drop event.
- Clickable elements:
{{label:@id}}.
Local events can be controlled with event:id:ON, event:id:OFF and event:id:SWITCH.
