Logic Component: Difference between revisions

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(Added component settings and example usage)
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| style="padding-left: 2em;" | ''Enable'' || Triggered as soon as the minigame loads, while on the minigame load/intro screen.
| style="padding-left: 2em;" | ''Enable'' || Triggered as soon as the minigame loads, while on the minigame load/intro screen.
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|-
| style="padding-left: 2em;" | ''Update'' || Triggered every frame for. Not consistent between players due to varying framerates.
| style="padding-left: 2em;" | ''Update'' || Triggered every frame. Not consistent between players due to varying framerates. '''For consistent timed actions use the ''Timer'' event instead.'''
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|-
| style="padding-left: 2em;" | ''Hit'' || Triggered when the object this component is attached to is hit by the player or [[Weapon Component|weapons]].
| style="padding-left: 2em;" | ''Hit'' || Triggered when the object this component is attached to is hit by the player or [[Weapon Component|weapons]].

Revision as of 21:23, 7 December 2022

The logic component is a gameplay component that runs a series of actions for different events.

Component Settings

Property Description
Event The event to trigger a list of Actions on.
None Never triggered, why is this an option?
Start Triggered at the start of a minigame, as the countdown begins.
Enable Triggered as soon as the minigame loads, while on the minigame load/intro screen.
Update Triggered every frame. Not consistent between players due to varying framerates. For consistent timed actions use the Timer event instead.
Hit Triggered when the object this component is attached to is hit by the player or weapons.
Weapon Hit Triggered when the object this component is attached to is hit by a weapon.
Weapon Type The type(s) of weapon hit that will cause the actions to be triggered.
Timer Triggered every x seconds.
Interval Type The type of interval for the timer.
Constant Actions are triggered repeatedly after a set number of seconds.
Random Actions are triggered repeatedly after a random amount of time. The minimum and maximum amount of time between triggers can be set.
Board Space For Board Mods. Triggered when this board space is landed on.
Actions The list of actions to run for the given Event.

Example Usage

Start can be useful to make something happen when the minigame begins.

Timer with a random Interval Type can be used to add random effects to make the minigame more exciting.

Board Space is critical when making custom board spacesfor board mods.