Event System: Difference between revisions

From Sinfar
mNo edit summary
mNo edit summary
Line 1: Line 1:
The way to get an event parameter has been standardized... now instead of calling functions from inc_x_events or getting local variable, parameters are stored in an array:
The way to get an event parameter has been standardized... now instead of calling functions from inc_x_events or getting local variable, parameters are stored in an array:


They can be obtained all at once with the GetEventParams() function or one by one, here are all functions to deal with the new events system:
They can be obtained all at once with the '''GetEventParams()''' function or one by one, here are all functions to deal with the new events system:


Code: Select all
Code: Select all

Revision as of 17:02, 9 December 2023

The way to get an event parameter has been standardized... now instead of calling functions from inc_x_events or getting local variable, parameters are stored in an array:

They can be obtained all at once with the GetEventParams() function or one by one, here are all functions to deal with the new events system:

Code: Select all

int GetEventParamInt(int nParamIndex);

object GetEventParamObject(int nParamIndex);

string GetEventParamString(int nParamIndex);

float GetEventParamFloat(int nParamIndex);

effect GetEventParamEffect(int nParamIndex);

array GetEventParamArray(int nParamIndex);

dictionary GetEventParamDictionary(int nParamIndex);

location GetEventParamLocation(int nParamIndex);

vector GetEventParamVector(int nParamIndex);

array GetEventParams();

int GetEventParamType(int nParam);

int GetEventParamCount();

void BypassEvent();

void SetEventResultInt(int nResult);

void SetEventResultObject(object oResult);

void SetEventResultString(string sResult);

void SetEventResultFloat(float fResult);

void SetEventResultEffect(effect eResult);

void SetEventResultArray(array aResult);

void SetEventResultDictionary(dictionary dResult);

void SetEventResultVector(vector vResult);

void SetEventResultLocation(location lResult);

void RunEvent(string sScript, object oTarget, array aParams);

int RunEventInt(string sScript, object oTarget, array aParams);

object RunEventObject(string sScript, object oTarget, array aParams);

string RunEventString(string sScript, object oTarget, array aParams);

float RunEventFloat(string sScript, object oTarget, array aParams);

effect RunEventEffect(string sScript, object oTarget, array aParams);

array RunEventArray(string sScript, object oTarget, array aParams);

dictionary RunEventDictionary(string sScript, object oTarget, array aParams);

vector RunEventVector(string sScript, object oTarget, array aParams);

location RunEventLocation(string sScript, object oTarget, array aParams);


And the reference for most existing events:

pc_ev_useitem -> item:EVENT_USE
self : user
p0: item
p1: target object
p2: target position
p3: sub type

pc_ev_examine -> player:EVENT_EXAMINE
self: player
p0: target object

pc_ev_attack -> attacker:EVENT_ATTACK
self: attacker
p0: target object
p1: attack type

pc_ev_trap -> target:EVENT_TRAP
self: trapper
p0: type
p1: target object
p2: target position

pc_ev_firetrap -> target:EVENT_FIRETRAP
self: trigger
p0: type
p1: target

pc_ev_useskill -> user:EVENT_USESKILL, user:EVENT_USESKILL_%skill%
self: user
p0: skill
p1: target
p2: target position
p3: item

pc_ev_usefeat -> user:EVENT_USEFEAT, user:EVENT_USEFEAT_%feat%
self: user
p0: feat
p1: target
p2: target position

pc_ev_togglemode -> user:EVENT_TOGGLEMODE, user:EVENT_TOGGLEMODE_%mode%
self: user
p0: mode

pc_ev_castspell -> caster:EVENT_CASTING, caster:EVENT_CASTING_%spell%
self: caster
p0: target
p1: target position
p2: spell
p3: meta magic
p4: class
p5: is instant

ilr_canequip -> item:EVENT_CAN_EQUIP
self: equip by
p0: item

pc_ev_setlike setter:EVENT_SETLIKE
self: setter
p0: type
p1: target

pc_ev_party
self: setter
p0: type
p1: target

pc_ev_pickpocket
self: attacker
p0: target object