Difference between revisions of "Script/LogicEnums"
From SF3
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AddToInventory // Add the unequipped item to the party inventory. | AddToInventory // Add the unequipped item to the party inventory. | ||
Drop // Drop the unequipped item at the creature's feet. | Drop // Drop the unequipped item at the creature's feet. | ||
+ | |||
+ | ==EBuildingCustomState== | ||
+ | Script1 | ||
+ | Script2 | ||
+ | Script3 | ||
==EHeroPartyEvent== | ==EHeroPartyEvent== |
Revision as of 14:46, 15 December 2016
Contents
- 1 EEntityType
- 2 EDamageType
- 3 EResource
- 4 EBuildingType
- 5 EBuildingStage
- 6 ECreatureType
- 7 ECreatureAttribute
- 8 ELogicObjectType
- 9 EFactionRelation
- 10 EItemSlot
- 11 ECreatureEquipMode
- 12 ECreatureUnequipMode
- 13 EBuildingCustomState
- 14 EHeroPartyEvent
- 15 EInventoryEvent
- 16 ECreatureEvent
- 17 EBuildingEvent
- 18 EBuildingCreatureEvent
- 19 ESectorEvent
- 20 EFollowPathWaitMode
- 21 EUIEvent
- 22 EUIWindow
- 23 EQuestState
- 24 EAIFlag
EEntityType
Static Creature Building Effect ResourceDeposit LogicObject Invalid
EDamageType
Pierce Slash Blunt Thrust Crush Siege Fire Ice Air White Black Arcane Irresistible Undefined
EResource
Types of RTS resources in the game.
Wood Planks Stone Brick IronOre Iron IronBar BlackAsh BlackAshPackage BlackAshPotion Fish Meat Food Lenya LenyaPackage LenyaEssence Aria AriaCask DistilledAria None
EBuildingType
Default SectorCenter ResourceCollector ResourceProducer UnitProducer Sentry CreepSpawn Charge
EBuildingStage
Planned Construction Completed Remains
ECreatureType
Character Summon Unit Mob Animal Worker Founder
ECreatureAttribute
Strength Dexterity Intelligence Constitution Willpower
ELogicObjectType
Container NavBlocker Switch QuestMarker
EFactionRelation
Allied Hostile Neutral
EItemSlot
None PrimaryHand SecondaryHand Head Neck Torso Ring1 Ring2 Holster Item
ECreatureEquipMode
Give // Give item to creature. If a previous item was equipped, move it to inventory. FromInventory // Take item to equip from inventory. Do nothing if the item is not in the inventory. If a previous item was equipped, move to inventory. Replace // Replace item in given slot, effectively destroying the currently equipped item.
ECreatureUnequipMode
Remove // Remove the item from the given slot, effectively destroying it. AddToInventory // Add the unequipped item to the party inventory. Drop // Drop the unequipped item at the creature's feet.
EBuildingCustomState
Script1 Script2 Script3
EHeroPartyEvent
Event types which may be triggered by the hero party.
Loot // A hero opens a loot container Talk // A hero talks to another character Switch // A hero interacts with a switch Examine // A hero interacts with any other object type Interact // Triggered by any interaction of a hero, including all of the above. Killed // A hero is killed Wiped // All heroes are dead simultaneously LevelUp // The hero party gains a new level AllInside // The entire hero party is within a given trigger AllOutside // The entire hero party is outside a given trigger AnyInside // Any party member enters a given trigger AnyOutside // Any party member leaves a given trigger AllInsideSector // The entire hero party is within a given sector AllOutsideSector // The entire hero party is outside a given sector AnyInsideSector // Any party member enters a given sector AnyOutsideSector // Any party member leaves a given sector HeroJoined // A new hero has joined the party HeroLeft // A hero has left the party
EInventoryEvent
Added Removed Used Read
ECreatureEvent
Killed // triggers once the target creature has been killed Damaged // triggers each time the target receives damage Resurrected // triggers once the target creature has been resurrected after previously being dead/non-existant EnteredArea // triggers once the target creature enters the given area LeftArea // triggers once the target creature leaves the given area EnteredSector // triggers once the target creature enters the given sector LeftSector // triggers once the target creature leaves the given sector FollowPathWait // triggers once the target creature stops to wait for the hero party during a follow path command FollowPathResume // triggers once the target creature resumes after waiting for the hero party during a follow path command FollowPathFinished // triggers once the target creature has finished following its assigned path
EBuildingEvent
Placed Completed Destroyed Charged ProductionStarted ProducationStalled ProductionFinished WorkerAssignmentChanged
EBuildingCreatureEvent
CreaturesSpawned // Triggered when creatures are spawned by a building
ESectorEvent
OwnerChanged
EFollowPathWaitMode
Describes what a creature should wait for while following a path.
WaitForAnyHeroes // at least one hero must be present before moving on WaitForAllHeroes // entire hero party must be present before moving on WaitForAvatar // the avatar must be present before moving on
EUIEvent
EntitySelected EnableTutorials ResetTutorials PlayerMarker
EUIWindow
Different types of UI windows which can be accessed from the script
WorldMap LocalMap PartyInventory PartyAbilities QuestJournal
EQuestState
Possible states of a quest or quest task.
Unfinished // The quest or task has not been finished yet. Completed // The quest or task has been completed successfully. Failed // The quest or task has not been fulfilled.
EAIFlag
Flags that control the behavior and permissions of an AI.
CanControlUnits CanControlBuildings CanControlProduction CanAttack CanScout CanExpand CanDefend CanLoot CanManageEquipment CanAssignAttributes CanAssignSkills CanBuild CanUpgradeBuildings CanManageWorkers CanProduceUnits CanUpgradeUnits