ProgressionEvents: Difference between revisions
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This operation allow to setup one or more variable which can be used inside the let operation block. | This operation allow to setup one or more variable which can be used inside the let operation block. | ||
Syntax: | |||
<let vars="..."/> or <let vars="...">...</let> | <let vars="..."/> or <let vars="...">...</let> | ||
vars = "..." define a mathscript environment. | vars = "..." define a mathscript environment. | ||
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</let> | </let> | ||
==IfOp== | |||
This operation allow to asses a condition and execute other operations if the result return true or false. It's a classic if/then/else operation. | |||
Syntax: | |||
<if t="..."> | |||
<then>...</then> | |||
<else>...</else> | |||
</if> | |||
t = "..." a mathscript condition to verify. | |||
Examples: | |||
Check if 'Water Barrier' spell is active on the target and send a message based on that: | |||
<if t="Target:ActiveSpellCount('Water Barrier') < 1"> | |||
<then> | |||
<msg aim="Target" text="${Target} is not under Water Barrier spell."/> | |||
</then> | |||
<else> | |||
<msg aim="Target" text="${Target} is under Water Barrier spell."/> | |||
</else> | |||
</if> | |||
==TraitChangeOp== | ==TraitChangeOp== | ||
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It takes the trait ID number and sends a broadcast out to all the players in range about the change. | It takes the trait ID number and sends a broadcast out to all the players in range about the change. | ||
Syntax: | |||
<trait value="#"/> | <trait value="#"/> | ||
value = "#" index id key into traits table | value = "#" index id key into traits table |
Revision as of 15:48, 22 May 2013
LetOp
This operation allow to setup one or more variable which can be used inside the let operation block.
Syntax:
<let vars="..."/> or <let vars="...">...</let> vars = "..." define a mathscript environment.
Examples: Setup Roll (random 0-100), Will and Power variables:
<let vars="Roll=rnd(100);Will=Target:GetSkillValue(51); Power=0.8^(0.1*Will)*Roll;"> ... </let>
IfOp
This operation allow to asses a condition and execute other operations if the result return true or false. It's a classic if/then/else operation.
Syntax:
<if t="..."> <then>...</then> <else>...</else> </if> t = "..." a mathscript condition to verify.
Examples: Check if 'Water Barrier' spell is active on the target and send a message based on that:
<if t="Target:ActiveSpellCount('Water Barrier') < 1"> <then> <msg aim="Target" text="${Target} is not under Water Barrier spell."/> </then> <else> <msg aim="Target" text="${Target} is under Water Barrier spell."/> </else> </if>
TraitChangeOp
Used to create a change in character traits. This is used to change a character's appearance live in game. It takes the trait ID number and sends a broadcast out to all the players in range about the change.
Syntax:
<trait value="#"/> value = "#" index id key into traits table
Examples: You apply trait 100 (grey hair) to actor and send message:
<trait value="100" /><msg aim="actor" text="You drop the liquid on your hair."/>
ExperienceOp
Adjust the experience of the target.
Syntax:
<exp type="allocate_last" value="#"/>
allocate_type = "allocate_last" means allocate damage last otherwise damage is allocated
value = "#" amount of experience to give single player or share with others