Difference between revisions of "Action System"
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[[File:Action System.png|thumb|300px|Setting up an action]] | [[File:Action System.png|thumb|300px|Setting up an action]] | ||
− | Every '''action''' consists of a list of '''action parts''' which is processed from top to bottom once the action gets executed. You can choose from [[ | + | Every '''action''' consists of a list of '''action parts''' which is processed from top to bottom once the action gets executed. You can choose from [[Action Parts|an extensive list of action parts]] covering all aspects of the game (show a text, start an animation, send the character to a certain position, play a sound etc.). |
By defining its '''execution type''', you tell the engine which event shall trigger the action. Provided you develop a classic adventure game, it's the application of a game command (e.g. "Use", "Look") in most cases, but it can also be a double-click, mouse movement, dropping an item etc. All available execution types are listed below. Some actions don't offer the selection of execution type, because their execution event is otherwise defined (start action, global mouse actions, actions in dialogs etc.). | By defining its '''execution type''', you tell the engine which event shall trigger the action. Provided you develop a classic adventure game, it's the application of a game command (e.g. "Use", "Look") in most cases, but it can also be a double-click, mouse movement, dropping an item etc. All available execution types are listed below. Some actions don't offer the selection of execution type, because their execution event is otherwise defined (start action, global mouse actions, actions in dialogs etc.). | ||
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| '''At end of scene''' || The action will be executed on scene close. || scenes | | '''At end of scene''' || The action will be executed on scene close. || scenes | ||
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− | | '''Called by other action''' || An action with this execution type is not directly associated with the object. It can be created anywhere and be called at any time via the [[ | + | | '''Called by other action''' || An action with this execution type is not directly associated with the object. It can be created anywhere and be called at any time via the [[Action Parts#Call.2FQuit_action|call/quit action]] action part. || all action tabs |
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{{toc}} | {{toc}} |
Revision as of 02:48, 9 October 2022
The action system is what we use to create the various actions & events that will be performed during the game on characters, self, scene objects, & items. Whenever something "happens" in your game apart from the character just walking around, it is most likely implemented through an action.
Every action consists of a list of action parts which is processed from top to bottom once the action gets executed. You can choose from an extensive list of action parts covering all aspects of the game (show a text, start an animation, send the character to a certain position, play a sound etc.).
By defining its execution type, you tell the engine which event shall trigger the action. Provided you develop a classic adventure game, it's the application of a game command (e.g. "Use", "Look") in most cases, but it can also be a double-click, mouse movement, dropping an item etc. All available execution types are listed below. Some actions don't offer the selection of execution type, because their execution event is otherwise defined (start action, global mouse actions, actions in dialogs etc.).
There is no central location in the editor for managing all game actions. Actions are usually tied to the object to which they belong. Wanna look at a chest? – Add an action to your chest object with execution type 'Command Look on object'. The only exception are actions with execution type "Called by other action" which can be created wherever you like. These are also the only actions you can name individually.
Execution Types
Here is a list of the possible execution types, a description & where they can be used. Which types are available depends on where the action is created.
Execution at destination
Type | Description | Available Location(s) |
---|---|---|
Executed command (on object/character) | The action will be executed when the current character reaches the action object position after the player applied the given Command on the object. If it's a combined command, you have to set the Item you want to combine with the object. If the player stops the character before reaching the destination, the action will not be performed. | scene objects, characters |
Item dropped | The action will be executed when the current character reaches the action object position after the player dropped the given Item on the object. If the player stops the character before reaching the destination, the action will not be performed. | scene objects, characters |
Double click | The action will be executed when the current character reaches the action object position after the player double-clicked on the object. If the player stops the character before reaching the destination, the action will not be performed. | scene objects, characters |
Button hold | The action will be executed when the current character reaches the action object position after the player left-clicked on the object and held the mouse button for a certain amount of time (as defined in the mouse properties). If the player stops the character before reaching the destination, the action will not be performed. | scene objects, characters |
Right click | The action will be executed when the current character reaches the action object position after the player right-clicked on the object. If the player stops the character before reaching the destination, the action will not be performed. | scene objects, characters |
Middle click | The action will be executed when the current character reaches the action object position after the player middle-clicked on the object. If the player stops the character before reaching the destination, the action will not be performed. | scene objects, characters |
Immediate execution
Type | Description | Available Location(s) |
---|---|---|
Executed command (on object/character) | The action will be executed immediately when the player applies the given Command on the action object. If it's a combined command, you have to set the Item you want to combine with the object. | all action tabs |
Executed command <-> | The action will be executed immediately when the player combines two items through the given Command (which has to be a combined command). It works in both directions: using item A on item B and vice versa. | items |
Executed command -> | The action will be executed immediately when the player combines two items through the given Command (which has to be a combined command). It works opposite to Executed command: instead of using the given item on the action object, the action is performed when using the action object on the given item. | items |
Item dropped | The action will be executed immediately when the player drops the given Item on the action object. | all action tabs |
Item dropped <-> | The action will be executed when the player drops the given Item on the action object or vice versa. | items |
Item dropped -> | The action will be executed when the player drops the action object on the given Item, so it works opposite to Item dropped. | items |
Left click | The action will be executed immediately when the player left-clicks on the object. | scene objects, characters |
Double click | The action will be executed immediately when the player double-clicks on the object. | all action tabs |
Button hold | The action will be executed immediately when the player left-clicks on the object and holds the mouse button for a certain amount of time (as defined in the mouse properties). | all action tabs |
Right click | The action will be executed immediately when the player right-clicks on the object. | all action tabs |
Middle click | The action will be executed immediately when the player middle-clicks on the object. | all action tabs |
Cursor enters object area | The action will be executed when the mouse cursor enters the object area. | all action tabs |
Cursor leaves object area | The action will be executed when the mouse cursor leaves the object area. | all action tabs |
Mouse wheel up | The action will be executed when the player scrolls the mouse wheel up while hovering over the object. | all action tabs |
Mouse wheel down | The action will be executed when the player scrolls the mouse wheel down while hovering over the object. | all action tabs |
Other
Type | Description | Available Location(s) |
---|---|---|
At beginning of scene | The action will be executed on scene load. | scenes |
At end of scene | The action will be executed on scene close. | scenes |
Called by other action | An action with this execution type is not directly associated with the object. It can be created anywhere and be called at any time via the call/quit action action part. | all action tabs |