Difference between revisions of "EventIfCapeLength"

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EventIfCapeLength Triggers check whether LocalDude's scarf is at least a certain length when the Trigger is activated, and can activate different Trigger(s) based on if it's that long or not.
EventIfCapeLength Triggers check whether LocalDude's scarf is at least a certain length when the Trigger is activated, and can activate different Trigger(s) based on if it's that long or not.


Is only active briefly to do the check, and then stops checking/deactivates?
It judges this based on how long the scarf currently "looks", not how long it "actually is/will look" : as in, if you just triggered something to increase your cape length from 0 to 30, and EventIfCapeLength was triggered while your scarf was only halfway done growing in-game, and your cape "looks" how long it would be at length 15, it would detect your scarf length as being 15 ('''technically untested''' but this is how Event'''On'''CapeLength works, at least)


Isn't activated at the moment it's created?
 
Is only active briefly to do the check, and then stops checking/deactivates'''?'''
 
Isn't activated at the moment it's created'''?'''


===Vars===
===Vars===
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|capeLength
|capeLength
|number
|number
|0
|0?
|the trigger checks to see if LocalDude's scarf is currently at least this length
|the trigger checks to see if LocalDude's scarf is currently at least this length
|-
|-
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|fireOnce
|fireOnce
|boolean
|boolean
|false
|false?
|untested - maybe "true" means it only can be triggered to do a check once and then gets disabled? or maybe "false" means that once it's activated, it keeps checking scarf length/activating the appropriate trigger(s) constantly?
|'''untested''' - maybe "true" means it only can be triggered to do a check once and then gets disabled? or maybe "false" means that once it's activated, it keeps checking scarf length/activating the appropriate trigger(s) constantly?
|}
|}

Revision as of 17:48, 25 September 2021

EventIfCapeLength Triggers check whether LocalDude's scarf is at least a certain length when the Trigger is activated, and can activate different Trigger(s) based on if it's that long or not.

It judges this based on how long the scarf currently "looks", not how long it "actually is/will look" : as in, if you just triggered something to increase your cape length from 0 to 30, and EventIfCapeLength was triggered while your scarf was only halfway done growing in-game, and your cape "looks" how long it would be at length 15, it would detect your scarf length as being 15 (technically untested but this is how EventOnCapeLength works, at least)


Is only active briefly to do the check, and then stops checking/deactivates?

Isn't activated at the moment it's created?

Vars

Name Data type Default Description
capeLength number 0? the trigger checks to see if LocalDude's scarf is currently at least this length
effectsOnFalse Trigger / Trigger Clump null? if scarf length is less than capeLength, this trigger(s) gets activated. is "nullable" so can be set to 0 to activate nothing
effectsOnTrue Trigger / Trigger Clump null? if scarf length is more than or equal to capeLength, this trigger(s) gets activated. is "nullable" so can be set to 0 to activate nothing
fireOnce boolean false? untested - maybe "true" means it only can be triggered to do a check once and then gets disabled? or maybe "false" means that once it's activated, it keeps checking scarf length/activating the appropriate trigger(s) constantly?