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Interaction events

The following events are avialable in Interaction windows.

Hotspot interactions
Object interactions
Room interactions
Inventory item interactions
Character interactions
Region interactions


Hotspot interactions

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 "If inventory item was used" conditional to distinguish which item they used.
IMPORTANT: When the "If inventory item was used" conditional is met, the player will lose the inventory item, UNLESS "do not lose inventory items" is checked in the General Settings pane.

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 interactions

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 interactions

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 screen
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 screen (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 Screen 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 screen (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 screen
occurs when the player leaves the screen, just before the screen fades out.


Inventory item interactions

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 interaction 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. Add a "Conditional - if inventory item was used" check to determine 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, seperately, 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 interactions

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 interactions

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.

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