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

101 lines
4.2 KiB
TypeScript

const MyGameObjectID = 1000000;
const onGameObjAdd: gameobject_event_on_add = (event: number, gameObject: GameObject) => {
// Implementation
};
// Register GameObject Event on Add
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_ADD, (...args) => onGameObjAdd(...args));
const onGameObjAiUpdate: gameobject_event_on_aiupdate = (event: number, gameObject: GameObject, diff: number) => {
// Implementation
};
// Register GameObject Event on AI Update
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_AIUPDATE, (...args) => onGameObjAiUpdate(...args));
const onGameObjDamage: gameobject_event_on_damaged = (event: number, gameObject: GameObject, attacker: any) => {
// Implementation
};
// Register GameObject Event on Damaged
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_DAMAGED, (...args) => onGameObjDamage(...args));
const onGameObjDestroyed: gameobject_event_on_destroyed = (event: number, gameObject: GameObject, attacker: any) => {
// Implementation
};
// Register GameObject Event on Destroyed
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_DESTROYED, (...args) => onGameObjDestroyed(...args));
const onGameObjDialogStatus: gameobject_event_on_dialog_status = (event: number, player: Player, gameObject: GameObject) => {
// Implementation
};
// Register GameObject Event on Dialog Status
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_DIALOG_STATUS, (...args) => onGameObjDialogStatus(...args));
const onGameObjDummyEff: gameobject_event_on_dummy_effect = (event: number, caster: any, spellId: number, effectIndex: number, gameObject: GameObject): boolean => {
// Implementation
return false;
};
// Register GameObject Event on Dummy Effect
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_DUMMY_EFFECT, (...args) => onGameObjDummyEff(...args));
const onGameObjLootChange: gameobject_event_on_loot_state_change = (event: number, gameObject: GameObject, state: any) => {
// Implementation
};
// Register GameObject Event on Loot State Change
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE, (...args) => onGameObjLootChange(...args));
const onGameObjQuestAcc: gameobject_event_on_quest_accept = (event: number, player: Player, gameObject: GameObject, quest: any): boolean => {
// Implementation
return false;
};
// Register GameObject Event on Quest Accept
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_QUEST_ACCEPT, (...args) => onGameObjQuestAcc(...args));
const onGameObjQuestRew: gameobject_event_on_quest_reward = (event: number, player: Player, gameObject: GameObject, quest: any, option: any): boolean => {
// Implementation
return false;
};
// Register GameObject Event on Quest Reward
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_QUEST_REWARD, (...args) => onGameObjQuestRew(...args));
const onGameObjRemove: gameobject_event_on_remove = (event: number, gameObject: GameObject) => {
// Implementation
};
// Register GameObject Event on Remove
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_REMOVE, (...args) => onGameObjRemove(...args));
const onGameObjSpawn: gameobject_event_on_spawn = (event: number, gameObject: GameObject) => {
// Implementation
};
// Register GameObject Event on Spawn
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_SPAWN, (...args) => onGameObjSpawn(...args));
const onGameObjStateChange: gameobject_event_on_go_state_changed = (event: number, gameObject: GameObject, state: any) => {
// Implementation
};
// Register GameObject Event on State Changed
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED, (...args) => onGameObjStateChange(...args));
const onGameObjUse: gameobject_event_on_use = (event: number, gameObject: GameObject, player: Player): boolean => {
// Implementation
return false;
};
// Register GameObject Event on Use
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_USE, (...args) => onGameObjUse(...args));