Skip to main content

Introduction

The RPG Action adds trapped and disarming to an Interactable RPG Object. An Inventory item can be required for disarming.

"Inventory RPG Trapped Action"

Fields#

NameDescription
Disarm TextText to display when object can be disarmed
Trigger On FailTrigger trap on disarm failure
Audio Pool ChannelName of the broadcaster channel to use with the audio ppol
Success SoundSound to play on successful lock picking
Failure SoundSound to play on failed lock picking
Triggered SoundSound to play when trap is triggered
On SuccessEvent raised when disarming succeeds
On FailEvent raised when disarming fails
On TriggeredEvent raised when trap is triggered
Require ItemRequire an item to lockpick object
Item IdId of the item to require
Destroy Item After UseDestroy the item after lockpick
Destroy Item On FailureDestroy the item after failing lockpick
On Missing ItemEvent raised when the required item is not in inventory
Use Stat For DisarmingUse GDTK: Stats for lock picking success/failure
Disarming ConditionCondition that must be true to succeed
Require DetectionHide this action unless it is 'detected'
Detection ConditionCondition required to be 'detected'
Allow Detection RetryCan 'detection' be retried
Detection DelayNumber of real-world seconds between 'detection' attempts
On DetectedEvent raised when the action has not been 'detected'
On UndetectedEvent raised when the action has been 'detected'
On Lock State ChangedEvent raised when interaction should be locked

Properties#

NameDescription
callbackCallback to invoke when using this action
lockInteractionsGet/Set interaction lock state
parameterParameter (usually string display text) to use with this action
parentGets the parent Interactable RPG Object
preventActionsList of other action to prevent

Methods#

NameDescription
DisarmDisarm trap on the object
OnInteractionCalledThis method is called whenever the Interaction UI is displayed
TriggerTrigger the trap
OnInteractorChangedThis method is called whenever the Current Interactor changes