Files
ets-snippets-test/snippets-test/creature.events.ts

231 lines
10 KiB
TypeScript

const MyCreatureEntry2 = 10000;
const onCreatureAIUpdate: creature_event_on_aiupdate = (event: number, creature: Creature, diff: number): boolean => {
// Implementation
return true;
};
// Register Creature Event on AI Update
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_AIUPDATE, (...args) => onCreatureAIUpdate(...args));
const onCreatureDamage: creature_event_on_damage_taken = (event: number, creature: Creature, attacker: Creature, damage: number): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Damage Taken
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_DAMAGE_TAKEN, (...args) => onCreatureDamage(...args));
const onCreatureDied: creature_event_on_died = (event: number, creature: Creature, killer: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Died
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_DIED, (...args) => onCreatureDied(...args));
const onCreatureEnterCombat: creature_event_on_enter_combat = (event: number, creature: Creature, target: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Enter Combat
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_ENTER_COMBAT, (...args) => onCreatureEnterCombat(...args));
const onCreatureLeaveCombat: creature_event_on_leave_combat = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Leave Combat
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_LEAVE_COMBAT, (...args) => onCreatureLeaveCombat(...args));
const onCreatureReachWP: creature_event_on_reach_wp = (event: number, creature: Creature, type: number, id: number): boolean => {
// Implementation
return false;
};
// Register Creature Event on Reach Waypoint
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_REACH_WP, (...args) => onCreatureReachWP(...args));
const onCreatureRecEmote: creature_event_on_receive_emote = (event: number, creature: Creature, player: Player, emoteId: number): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Receive Emote
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_RECEIVE_EMOTE, (...args) => onCreatureRecEmote(...args));
const onCreatureSpawn: creature_event_on_spawn = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Spawn
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_SPAWN, (...args) => onCreatureSpawn(...args));
const onCreatureTargetDied: creature_event_on_target_died = (event: number, creature: Creature, victim: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Target Died
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_TARGET_DIED, (...args) => onCreatureTargetDied(...args));
const onCreaturePreCombat: creature_event_on_pre_combat = (event: number, creature: Creature, target: Creature): boolean => {
// Implementation
return false;
};
// Register Creature Event on Pre Combat
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_PRE_COMBAT, (...args) => onCreaturePreCombat(...args));
const onCreatureOwnerAttacked: creature_event_on_owner_attacked = (event: number, creature: Creature, target: Creature): boolean => {
// Implementation
return false;
};
// Register Creature Event on Owner Attacked
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_OWNER_ATTACKED, (...args) => onCreatureOwnerAttacked(...args));
const onCreatureHitBySpell: creature_event_on_hit_by_spell = (event: number, creature: Creature, caster: Creature, spellId: number): boolean => {
// Implementation
return false;
};
// Register Creature Event on Hit By Spell
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_HIT_BY_SPELL, (...args) => onCreatureHitBySpell(...args));
const onCreatureOwnerAttackedAt: creature_event_on_owner_attacked_at = (event: number, creature: Creature, attacker: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Owner Attacked At
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_OWNER_ATTACKED_AT, (...args) => onCreatureOwnerAttackedAt(...args));
const onCreatureSummoned: creature_event_on_summoned = (event: number, creature: Creature, summoner: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Summoned
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_SUMMONED, (...args) => onCreatureSummoned(...args));
const onCreatureSpellHitTarget: creature_event_on_spell_hit_target = (event: number, creature: Creature, target: Creature, spellId: number): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Spell Hit Target
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_SPELL_HIT_TARGET, (...args) => onCreatureSpellHitTarget(...args));
const onCreatureJustSummoned: creature_event_on_just_summoned_creature = (event: number, creature: Creature, summon: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Just Summoned Creature
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_JUST_SUMMONED_CREATURE, (...args) => onCreatureJustSummoned(...args));
const onCreatureSummonedDespawn: creature_event_on_summoned_creature_despawn = (event: number, creature: Creature, summon: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Summoned Creature Despawn
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_SUMMONED_CREATURE_DESPAWN, (...args) => onCreatureSummonedDespawn(...args));
const onCreatureSummonedDied: creature_event_on_summoned_creature_died = (event: number, creature: Creature, summon: Creature, killer: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Summoned Creature Died
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_SUMMONED_CREATURE_DIED, (...args) => onCreatureSummonedDied(...args));
const onCreatureReset: creature_event_on_reset = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Reset
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_RESET, (...args) => onCreatureReset(...args));
const onCreatureReachHome: creature_event_on_reach_home = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Reach Home
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_REACH_HOME, (...args) => onCreatureReachHome(...args));
const onCreatureCorpseRemoved: creature_event_on_corpse_removed = (event: number, creature: Creature, respawnDelay: number): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Corpse Removed
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_CORPSE_REMOVED, (...args) => onCreatureCorpseRemoved(...args));
const onCreatureMoveInLOS: creature_event_on_move_in_los = (event: number, creature: Creature, unit: Unit): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Move in Line of Sight
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_MOVE_IN_LOS, (...args) => onCreatureMoveInLOS(...args));
const onCreatureDummyEffect: creature_event_on_dummy_effect = (event: number, caster: Unit, spellId: number, effIndex: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Dummy Effect
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_DUMMY_EFFECT, (...args) => onCreatureDummyEffect(...args));
const onCreatureQuestAccept: creature_event_on_quest_accept = (event: number, player: Player, creature: Creature, quest: Quest): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Quest Accept
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_QUEST_ACCEPT, (...args) => onCreatureQuestAccept(...args));
const onCreatureQuestReward: creature_event_on_quest_reward = (event: number, player: Player, creature: Creature, quest: Quest, opt: number): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Quest Reward
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_QUEST_REWARD, (...args) => onCreatureQuestReward(...args));
const onCreatureDialodStatus: creature_event_on_dialog_status = (event: number, player: Player, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Dialog Status
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_DIALOG_STATUS, (...args) => onCreatureDialodStatus(...args));
const onCreatureAdd: creature_event_on_add = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Add
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_ADD, (...args) => onCreatureAdd(...args));
const onCreatureRemove: creature_event_on_remove = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Remove
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_REMOVE, (...args) => onCreatureRemove(...args));