Language / Langue : FR | EN
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."
events: - if: ~ button: "⚔️ Attack" visible-if: "v_hp_v > 0" # hidden when HP reach 0 do: "score.+.5" text: "You attack!" - if: ~ button: "🏃 Flee" disabled-if: "v_hp_v <= 0" # visible but inactive when HP reach 0 to: accueil
visible-if: hides the button when the condition is false. disabled-if: 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.
The text: field accepts a list of conditional blocks:
text: - if: "_max_atteint_" text: "No charge left!" - if: "v_score_v > 50" text: "🏆 Wealthy adventurer: score v_score_v!" - text: "Action done." # fallback, always shown
⚠ Important: events run in order. Each one sees the values already changed by the previous ones. An event carrying to: or end: stops the ones after it.
events: - if: ~ timer: hourglass duration: "30" to: expiration_room text: "The hourglass is running!"
v_hourglass_v holds the remaining seconds. A local timer is cancelled when the player leaves the room.
The command: action inside do: runs a text command of the bot, from an event, a choice or an action:
do: - command: "take key" - command: "inspect chest" - command: "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.
A local event can be triggered by a tooltip or clickable element, and a source: + target: pair defines a drag&drop event.
{{label:@id}}.
Local events can be controlled with event:id:ON, event:id:OFF and event:id:SWITCH.