StendhalRefactoring: Difference between revisions
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imported>MiguelAngelBlanchLardin No edit summary |
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=Items=
==List==
We have the next items structure:
== Properties ==
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Additionally items should explain:
* What slots can they be equipped
* tiled id
=Creatures=
==List==
== Actions ==
* Move
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== Events ==
Creatures can recieve the next list of events:
===boolean onAttacked(attacker, weapon)===
* void onStopAttack(target)<br>''called when we stop attacking target''▼
* void onStopAttacked(target)<br>''called when target stops attacking us''▼
===void onStopAttack(target)===
* boolean onDamage(type, amount)<br>''called when entity is damaged with the damage type (physical, fire, poison, magical, ... ) and the amount of damage done.''▼
▲* boolean onKilled(attacker, weapon)<br>''called when attacked killed us with the given weapon''
===void onStopAttacked(target)===
===boolean onDamage(type, amount)===
* boolean onCollide(x,y)<br>''called when entity collide at position x,y''▼
▲
===boolean onKilled(attacker, weapon)===
* boolean onEquip(item, slot)<br>''called when entity equips item on the given slot''▼
===boolean onKill(target)===
* boolean onDrop(item, slot)<br>''called when entity drops item from the given slot to floor''▼
===boolean onMove(x,y)===
* void onChat(source, text)<br>''called when someone speaks near entity or write to entity''▼
===boolean onCollide(x,y)===
* boolean onUseWith(base, item)<br>''called when entity use item on base item''▼
===boolean onCollideWith(target)===
* boolean onUsedWith(source, base)<br>''called when entity is used by source on base item''▼
===boolean onEquip(item, slot)===
===boolean onEquipped(source, slot)===
''called when entity is equipped on the source entity and in the given slot''
===boolean onDrop(item, slot)===
===boolean onDropped(source, x, y)===
▲
===void onChat(source, text)===
===boolean onUse(item)===
''called when entity use item''
===boolean onUseWith(base, item)===
===boolean onUsed(source)===
''called when entity is used by source''
===boolean onUsedWith(source, base)===
===boolean onStop()===
''called when entity stops moving, attacking, etc...''
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