Script/LogicEnums

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Revision as of 14:33, 1 March 2017 by Dave (talk | contribs) (EUIWindow)

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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

ECreatureAnimation

 Idle
 IdleAlerted
 IdleCombat
 IdleShoulder
 IdleResting01
 IdleResting02
 IdleResting03
 IdleResting04
 IdleSweep
 IdleCleanvase
 IdleLookout
 IdleSitting
 IdleBench
 IdleGround
 IdleDrunkStanding
 IdleArguingAgg
 IdleArguingDef
 IdleCry
 IdlePray
 WalkSlow
 Walk
 Run
 Carry
 CarrySack
 CarryShoulder
 Build
 Chop
 Dig
 Crop
 Gut
 Fish
 PickUp
 Drop
 Attack
 AttackSpear
 AttackPunch
 AttackSword
 AttackDualWield
 AttackTwoHandedPolearm
 AttackTwoHandedSword
 AttackTwoHandedAxe
 AttackTwoHandedStaff
 AttackBow
 AttackCrossbow
 AttackMassive
 KnockdownShortFront
 KnockdownShortBack
 KnockdownFarFront
 KnockdownFarBack
 StandUpFront
 StandUpBack
 Hit
 Die
 Resurrection
 Spawn
 CastInstantSelf
 CastInstantEnemy
 CastShortSelf
 CastShortEnemy
 CastLongSelf
 CastLongEnemy
 CastSpecial01
 CastSpecial02
 CastSpecial03
 CastSpecial04
 CastSpecial05
 CastSpecial06
 CastSpecial07
 CastSpecial08
 CastSpecial09
 CastSpecial10
 TalkCalm
 TalkExcited
 ListenCalm
 ListenExcited
 TalkDying
 ListenDying
 TalkWounded
 ListenWounded
 HelpUp
 None

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
 AnyCanSee            // Any party member can see the creature or building _sTargetName
 AnyCannotSee         // Any party member can no longer see the creature or building _sTargetName
 AllCanSee            // The entire party can see the creature or building _sTargetName
 AllCannotSee         // No party member can see the creature or building _sTargetName
 AnyInAggroRange      // Any party member is in aggro range of the creature or building _sTargetName
 AnyOutsideAggroRange // Any party member is no longer in aggro range of the creature or building _sTargetName
 AllInAggroRange      // The entire party is in aggro range of the creature or building _sTargetName
 AllOutsideAggroRange // No party member is in aggro range of the creature or building _sTargetName
 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
 CanSee              // triggers once the target creature can see the creature or building specified by _sParam
 CannotSee           // triggers once the target creature can no longer see the creature or building specified by _sParam
 EnteredAggroRange   // triggers once the target creature comes within aggro range of the creature or building specified by _sParam
 LeftAggroRange      // triggers once the target creature is no longer in aggro range of the creature or building specified by _sParam
 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
 TimedActionFinished // triggers once the target creature has successfully finished a timed action
 TimedActionCanceled // triggers once a timed action performed by the target creature has been canceled prematurely

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
 CharacterCreator

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.

ESoundTrack

 TrackMusic
 TrackAmbient
 TrackReverb

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