StendhalRefactoring: Difference between revisions

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== Events ==
== Events ==
Creatures can recieve the next list of events:
Creatures can recieve the next list of events:
* onAttack(target, weapon)<br>''called when attacking a target with the given weapon.''
* boolean onAttack(target, weapon)<br>''called when attacking a target with the given weapon.''
* onAttacked(attacker, weapon)<br>''called when attacked by someone with a given weapon.''
* boolean onAttacked(attacker, weapon)<br>''called when attacked by someone with a given weapon.''
* onStopAttack(target)<br>''called when we stop attacking target''
* void onStopAttack(target)<br>''called when we stop attacking target''
* onStopAttacked(target)<br>''called when target stops attacking us''
* void onStopAttacked(target)<br>''called when target stops attacking us''
* onDamage(type, amount)<br>''called when entity is damaged with the damage type (physical, fire, poison, magical, ... ) and the amount of damage done.''
* boolean onDamage(type, amount)<br>''called when entity is damaged with the damage type (physical, fire, poison, magical, ... ) and the amount of damage done.''
* onKilled(attacker, weapon)<br>''called when attacked killed us with the given weapon''
* boolean onKilled(attacker, weapon)<br>''called when attacked killed us with the given weapon''
* onKill(target)<br>''called when entity kills target''
* boolean onKill(target)<br>''called when entity kills target''
* onMove(x,y)<br>''called when entity moves to x,y ( before moving in fact )''
* boolean onMove(x,y)<br>''called when entity moves to x,y ( before moving in fact )''
* onCollide(x,y)<br>''called when entity collide at position x,y''
* boolean onCollide(x,y)<br>''called when entity collide at position x,y''
* onCollideWith(target)<br>''called when entity collide with another entity''
* boolean onCollideWith(target)<br>''called when entity collide with another entity''
* onEquip(item, slot)<br>''called when entity equips item on the given slot''
* boolean onEquip(item, slot)<br>''called when entity equips item on the given slot''
* onEquipped(source, slot)<br>''called when entity is equipped on the source entity and in the given slot''
* boolean onEquipped(source, slot)<br>''called when entity is equipped on the source entity and in the given slot''
* onDrop(item, slot)<br>''called when entity drops item from the given slot to floor''
* boolean onDrop(item, slot)<br>''called when entity drops item from the given slot to floor''
* onDropped(source, x, y)<br>''called when entity is dropped by source to floor at position x,y''
* boolean onDropped(source, x, y)<br>''called when entity is dropped by source to floor at position x,y''
* onChat(source, text)<br>''called when someone speaks near entity or write to entity''
* void onChat(source, text)<br>''called when someone speaks near entity or write to entity''
* onUse(item)<br>''called when entity use item''
* boolean onUse(item)<br>''called when entity use item''
* onUseWith(base, item)<br>''called when entity use item on base item''
* boolean onUseWith(base, item)<br>''called when entity use item on base item''
* onUsed(source)<br>''called when entity is used by source''
* boolean onUsed(source)<br>''called when entity is used by source''
* onUsedWith(source, base)<br>''called when entity is used by source on base item''
* boolean onUsedWith(source, base)<br>''called when entity is used by source on base item''
* onStop()<br>''called when entity stops moving, attacking, etc...''
* boolean onStop()<br>''called when entity stops moving, attacking, etc...''