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...''

Revision as of 12:23, 24 October 2005

Items

We have the next items structure:

  • Shields
    • Wooden shield
    • Studded shield
    • Plate shield
    • Copper shield
  • Swords
    • knife
    • Sword
    • Long sword
    • Broadsword
  • Armors
    • Leather armor
    • Studded armor
    • Plater armor
    • Copper armor
  • Boots
    • Sandals
    • Leather
  • Helmet
    • Leather helmet
    • Studded helmet
    • Chain helmet
    • Viking helmet
  • Legs
    • Leather legs
    • Studded legs
    • Chain legs
  • Corpse
  • Money
  • Book
  • Food
    • Meat
    • Cheese
    • Bread

Creatures

Actions

  • Move
  • Stop
  • Chat
  • Tell
  • Outfit
  • Attack
  • Use
  • Equip
  • Drop
  • Own ( a sheep )

Events

Creatures can recieve the next list of events:

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