GetInGetOutPlugin
Adds effect triggers based on mini movement into and out of areas.
About this mod Author’s original text
Get In / Get Out Plugin
This unofficial TaleSpire plugin allows raising of event triggers when minis enter or leave
an area. Combined with the Relay Plugin, this can be used to trigger various effects to occurances
on entry or leaving of an area.
Lord Ashes' Talespire Plugins (and their source code) are always available for free but if you really want to
make a donation to the chocolate fund to keep the work going, you can do so using the following link:
Donate:
Video Demo:
Change Log
2.2.0: Updated for compatibility with BR Slab Browser update
2.1.0: Fix for BR Mass Move update
2.0.0: Fix for BR HF Integration update
1.1.1: Refined logging messages and relaxed inside detection
1.1.0: Moving from one area to directly to another, triggers exit and then entry
1.0.0: Initial release
Install
Install using R2ModMan or similar. The plugin is then available for any parent plugin to use it.
Usage
On its own this plugin is only one piece of the entire solution for making effects occur when minis enter
or leave designated areas. While different uses of this plugin may exist, the typical uses combines the
HideVolumesMenu plugin, the RelayPlugin and some effect plugins like EAR, Icons, States or Light plugin.
By breaking up the soluton in this way, the plugin can remain felxible and not locked down to a specific
set of effects.
How Does It Work
This plugins uses the Hide Volumes from the Hide Volumes Menu plugin to determine the different areas and
the names of these areas. When a mini enters one of these areas, a StatMessaging key, "AssetLocation", is
changed, on the corresponding mini, to indicate the mini's location. When a mini leaves an area, the
StatMessaging key is cleared unless the mini transitions directly into another designated area in which
the case key is updated to the new location.
On its own, that is all this plugin does...which is totally useless on its own. However, another plugin,
called the Relay Plugin, looks for specific StatMessaging changes, compares them to some criteria, and
triggers other StatMessaging changes.
Great! More StatMessaging changes but how does that help us? Many plugins can be triggered by the appropriate
StatMessaging message. This means that any plugins that supports it can now be used by the Relay Plugin to
trigger effects based on the entry and/or exit information provdied by this plugin.
Lets take an easy example, we create two Hide Volume areas called Area1 and Area2. We put a light beside
each area called Light01 and Light02. For now the Replay plugin does not support wild cards so we need to
configure it for specific minis (by name). So lets assume we will have a mini called Jon. We can create a
Relay Pplugin configuration such as:
AssetLocation:Jon:Area1|0.1:org.lordashes.plugins.light:Light01:Torch:0.1:org.lordashes.plugins.light:Light02:None
AssetLocation:Jon:Area2|0.1:org.lordashes.plugins.light:Light02:Torch:0.1:org.lordashes.plugins.light:Light01:None
AssetLocation:Jon:|0.1:org.lordashes.plugins.light:Light01:None:0.1:org.lordashes.plugins.light:Light02:None
See the Replay Plugin documentation for details but basically the above configuration says:
When this plugin sends an AssetLocation notification for (mini) Jon entering Area1 then send a request to set
Light01 to Torch and Light02 to None. When this plugin sends an AssetLocation notification for (mini) Jon entering
Area2 then send a request to set Light01 to None and Light02 to Torch. When this plugin sends an AssetLocation
notification for (mini) Jon entering empty location (existing a location) request both Light01 and Light02 to
None.
Configuring Your On Areas And Effects
The basic steps to configuring your own areas with effects are as follows:
- Create hide volumes on your board using Hide Volumes Menu plugin. Give each Hide Volume a unique name.
This is how you define areas for this plugin regardless if you plan to use the Hide Vo
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: