Event Types
The following events are available in the "Events" section of the
Properties Window (when clicking the lightning bolt icon).
Hotspot events
Object events
Room events
Inventory item events
Character events
Region events
Hotspot events
- Player stands on hotspot
- occurs repeatedly while the player character is standing on the
hotspot.
- Look at hotspot
- occurs when the player clicks on the hotspot while in the
"Look" mode (cursor mode 1).
- Interact with hotspot
- occurs when the player clicks on the hotspot while in the
"Interact" mode (cursor mode 2).
- Use inventory on hotspot
- occurs when the player clicks on the hotspot while in the "Use
inventory" mode (cursor mode 4). You can use the player.ActiveInventory
property to distinguish which item they used.
- Speak to hotspot
- occurs when the player clicks on the hotspot while in the
"Talk" mode (cursor mode 3).
- Any click on hotspot
- occurs when the player clicks on the hotspot in any cursor mode
(except Walk). This allows you to add extra modes like smell,
taste, push, pull, and so on. This event also occurs as well as the
other event for the Look, Interact and Talk modes.
- Mouse moves over hotspot
- occurs repeatedly while the mouse cursor is over the hotspot.
You can use this to highlight the cursor, and for other various
effects.
Object events
- Look at object
- occurs when the player clicks on the object while in the "Look"
mode (cursor mode 1).
- Interact with object
- occurs when the player clicks on the object in the "Interact"
mode (cursor mode 2).
- Speak to object
- occurs when the player clicks on the object in the "Talk" mode
(cursor mode 3).
- Use inventory on object
- works like "Use inventory on hotspot" - see that description
(above) for more information.
Room events
- Walk off left
- occurs when the player character walks off the left edge of the
screen.
- Walk off right
- occurs when the player walks off the right edge of the
screen.
- Walk off bottom
- occurs when the player character walks off the bottom edge of
the screen.
- Walk off top
- occurs when the player character walks off the top edge of the
screen.
- First time enters room
- occurs the first time the player enters the room. This event
occurs AFTER the screen has faded in, so it allows you to display a
message describing the scene.
- Player enters room (before fadein)
- occurs just after the room is loaded into memory. This event
occurs every time the player enters the screen, and it happens
BEFORE the screen has faded in, which allows you to change object
graphics and do other things to the screen which the player won't
notice.
NOTE: This event is ONLY meant for adjusting things such as
object and character placement. Do NOT use this event for any sort
of automated intro to the room - use the "Enters Room After Fade
In" event for that instead.
- Repeatedly execute
- occurs repeatedly on every interpreter cycle. The normal game
speed is 40 cycles per second, so this event occurs about every 25
milliseconds.
- Player enters room (after fadein)
- occurs every time the player enters the room, AFTER the screen
has faded-in. Suitable for displaying text descriptions and so on,
that you want the player to see.
- Player leaves room
- occurs when the player leaves the screen, just before the
screen fades out.
Inventory item events
- Look at inventory
- occurs when the player clicks on the inventory item while in
the "look" mode.
- Interact with inventory
- currently, because the Interact mode selects the inventory
item, this event can only be triggered by manually calling the
InventoryItem.RunInteraction script function (ie. you have to use
the Handle Inv Clicks in Script option).
- Speak to inventory
- only applies to the Lucasarts-style inventory, occurs when the
player clicks the Talk icon on the inventory item.
- Use inventory on inv
- occurs when the player uses another inventory object on this
one. You can use the player.ActiveInventory
property to distinguish which item they used.
This event allows the player to combine items, and so on. For
example, if they had picked up a laptop computer and a battery
separately, then you could use this to allow them to insert the
battery into the computer.
- Other click on inventory
- only applies to the Lucasarts-style inventory, occurs when the
player clicks any other cursor mode (apart from look, talk and
use_inv) on the item.
Character events
- Look at character
- occurs when the player clicks on a character while in the
"look" mode.
- Interact with character
- occurs when the player clicks on a character while in the
"interact" mode.
- Speak to character
- occurs when the player clicks on a character while in the
"talk" mode.
- Use inventory on character
- occurs when the player uses an inventory object on a character.
This event could be used to allow the player to give items to
characters.
- Any click on character
- occurs when the player clicks any other cursor mode (apart from
look, talk and use_inv) on the character.
Region events
- While player stands on region
- occurs repeatedly while the player character stands on this
region
- Player walks onto region
- occurs when the player moves from another region onto this one.
Will also activate on whichever region they start on when they
enter the screen.
- Player walks off region
- occurs when the player leaves the current region. Does not
occur if they go to a different room.