Well that did it. It's a mental shift replacing 'wait for' with 'is' whenever it's preceded by an if statement.
I also didn't see that particular one in the list when I was looking.
So while I'm thinking of it, are there any ways of doing the following (In the current script engine):
1) Find out when/if the player is disarmed, such as by oremites/shallow water. I would assume it would be under 'wait until event', but I don't see anything that would do that. The best I can think of would be to manually set region, which wouldn't help if say, oremites were placed by builders/engineers.
2) Have a custom character treated as if it were a sword blade by monsters that care about sword blades. Alternatively, if I'm mistaken and things like Goblins only care about orientation (when armed): Say if this character is SW of a player facing NE, have the enemy treat it as if there is another character in the player's space facing SW. This isn't super important, but it will make some enemies seem rather foolish without it, with
what I have planned.
3) Have a way to have a custom character able to be 'intangible', where they don't block the player from moving onto them. While still being 'visible'/having a sword out. Related would be being able to have the custom character be on the same square as the player.
That might not be as necessary if there's a way to do 2, especially in a way that lets them be 'invisible' with Ghost display on. For instance creating a sword, in script, using a character as the sword. This might require a 'pushable into obstacle/wall' imperative.
4) Using the default script of a custom character when using it as a player role.
5) This one I fully understand not having. Some sort of way of causing the player to 'lose' a single turn.
6) Some way of targeting something that the player stunned that turn. Depending on the answer to #2 below, I can think of a workaround without this.
7) Some way of commenting out specific commands. This would be nice, but it's easy enough to just use an outside text editor and ctrl+shift+b into DROD.
8) Some version of 'wait for entity' that involves a square relative to the custom character's location.
Some other questions I have:
1) Since there doesn't seem to be a clear listing of what Events are in the help file, I'd like some clarification on these:
"
Double placed"
Does this just mean 'clone/decoy/mimic' has been placed?
"
Light Toggled"
is this any light in the room?
"
Splash"
I'm assuming this means anything causes a splash.
"
Token toggled"
Any token? There doesn't seem to be a way to specify token type.
2) Does 'Wait for player to input' take place before the player actually moves, or is it just a way to have something happen even if the player bumps into a wall in that direction?
-
I'm hoping at least some of these things are possible. Well, except for 7; that's more of a nice feature for testing specific script parts and the like. If not, well, I might be able to create a workaround for what I'm trying to do.