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waitMulitpleConditions

An eventCall for using multiple wait eventCalls in an idEncounterManager.

This eventCall is spelled incorrectly in the engine ("Mulitple"), and must be used this way.

Usage

item[0] = {
	eventCall = {
		eventDef = "waitMulitpleConditions";
		args = {
			num = 2;
			item[0] = {
				int = 2; // condition_count
			}
			item[1] = {
				encounterLogicOperator_t = ""; // logic_operator
			}
		}
	}
}
  • condition_count is the amount of wait conditions
  • logic_operator is the logic operator used for the wait conditions. The only operators are ENCOUNTER_LOGICAL_OP_OR (any wait condition is fulfilled) and ENCOUNTER_LOGICAL_OP_AND (all wait conditions are fulfilled).

Example Usage #1

item[0] = {
	eventCall = {
		eventDef = "waitMulitpleConditions";
		args = {
			num = 2;
			item[0] = {
				int = 2; // condition_count
			}
			item[1] = {
				encounterLogicOperator_t = "ENCOUNTER_LOGICAL_OP_OR"; // logic_operator
			}
		}
	}
}
item[1] = {
	eventCall = {
		eventDef = "wait";
		args = {
			num = 1;
			item[0] = {
				float = 10;
			}
		}
	}
}
item[2] = {
	eventCall = {
		eventDef = "waitKillCount";
		args = {
			num = 3;
			item[0] = {
				eEncounterEventFlags_t = "ENCOUNTER_SPAWN_ANY";
			}
			item[1] = {
				int = 2;
			}
			item[2] = {
				string = "";
			}
		}
	}
}

In this example we have two conditions, set to OR. This way, when either 10s pass or any 2 ai types are killed, the encounter proceeds.

Example Usage #2

item[0] = {
	eventCall = {
		eventDef = "waitMulitpleConditions";
		args = {
			num = 2;
			item[0] = {
				int = 3; // condition_count
			}
			item[1] = {
				encounterLogicOperator_t = "ENCOUNTER_LOGICAL_OP_AND"; // logic_operator
			}
		}
	}
}
item[1] = {
	eventCall = {
		eventDef = "waitAIRemaining";
		args = {
			num = 3;
			item[0] = {
				eEncounterSpawnType_t = "ENCOUNTER_SPAWN_BARON";
			}
			item[1] = {
				int = 0; // desired_remaing_ai_count
			}
			item[2] = {
				string = ""; // group_label
			}
		}
	}
}
item[2] = {
	eventCall = {
		eventDef = "waitAIRemaining";
		args = {
			num = 3;
			item[0] = {
				eEncounterSpawnType_t = "ENCOUNTER_SPAWN_MANCUBUS";
			}
			item[1] = {
				int = 0; // desired_remaing_ai_count
			}
			item[2] = {
				string = ""; // group_label
			}
		}
	}
}
item[3] = {
	eventCall = {
		eventDef = "wait";
		args = {
			num = 1;
			item[0] = {
				float = 5;
			}
		}
	}
}

In this example, we have three conditions, set to AND. This way, there needs to be no Barons and Mancubi, and 5s must have passed as well, in order for the encounter to proceed.