adventure
text adventure instance, holds data about nodes/choices/etc and of current play state.
Vars | |
band_modifiers | Modifiers to band scan values |
---|---|
current_node | Current active adventure node |
deep_scan_description | Opional description shown after site deep scan |
delayed_action | Delayed state properties. If not null, means adventure is in delayed action state and will contain list(delay_time,delay_message) |
loot_categories | Loot table ids used as reward for finishing the adventure succesfully. |
name | Adventure name, this organization only, not visible to users |
nodes | Nodes for this adventure, represent single scene. |
previous_node_id | Last other node than this one. Used by GO_BACK_NODE |
qualities | Assoc list of quality name = value |
required_site_traits | Required site traits for the adventure to appear |
starting_node | Node the adventure will start at |
starting_qualities | List of starting quality values, these will be set before first node is encountered. |
trigger_loop_safety | Keeps track firing of triggers until stop state to prevent loops |
triggers | Triggers for this adventure, checked after quality changes to cause instantenous results |
Procs | |
apply_adventure_effect | Applies changes encoded in effect data and processes triggers, returns TRUE if the change forced node change. |
check_requirement_group | Recursively validates group requirements. |
check_requirements | Checks if current qualities satisfy passed in requirements |
end_adventure | Finish adventure |
handle_special_nodes | Handles special node ID's |
process_adventure_value | Check Triggers Extracts raw value from special value objects |
start_adventure | Check all nodes have choices |
validate | Basic sanity checks to ensure broken adventures are not used. |
Var Details
band_modifiers
Modifiers to band scan values
current_node
Current active adventure node
deep_scan_description
Opional description shown after site deep scan
delayed_action
Delayed state properties. If not null, means adventure is in delayed action state and will contain list(delay_time,delay_message)
loot_categories
Loot table ids used as reward for finishing the adventure succesfully.
name
Adventure name, this organization only, not visible to users
nodes
Nodes for this adventure, represent single scene.
previous_node_id
Last other node than this one. Used by GO_BACK_NODE
qualities
Assoc list of quality name = value
required_site_traits
Required site traits for the adventure to appear
starting_node
Node the adventure will start at
starting_qualities
List of starting quality values, these will be set before first node is encountered.
trigger_loop_safety
Keeps track firing of triggers until stop state to prevent loops
triggers
Triggers for this adventure, checked after quality changes to cause instantenous results
Proc Details
apply_adventure_effect
Applies changes encoded in effect data and processes triggers, returns TRUE if the change forced node change.
check_requirement_group
Recursively validates group requirements.
check_requirements
Checks if current qualities satisfy passed in requirements
end_adventure
Finish adventure
handle_special_nodes
Handles special node ID's
process_adventure_value
Check Triggers Extracts raw value from special value objects
start_adventure
Check all nodes have choices
validate
Basic sanity checks to ensure broken adventures are not used.