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