This shows you the differences between two versions of the page.
Next revision | Previous revision | ||
building:scripts:events [2019/03/10 21:10] Mavrixio created |
building:scripts:events [2020/10/13 20:35] (current) |
||
---|---|---|---|
Line 1: | Line 1: | ||
====== Scripting Events ====== | ====== Scripting Events ====== | ||
Scripting events have 3 properties: | Scripting events have 3 properties: | ||
- | - The Moment and Condition in Which They Are Called (Event Name) | + | - The Moment and Condition in Which They Are Called (Event Name) |
- The Event System Used (Event Type) \\ This determine how to register the event and access the parameters. | - The Event System Used (Event Type) \\ This determine how to register the event and access the parameters. | ||
- The Script to Execute \\ This is your script or someone else script that you registered to a specific event to perform a specific behaviour on specific objects. | - The Script to Execute \\ This is your script or someone else script that you registered to a specific event to perform a specific behaviour on specific objects. | ||
- | \\ | + | ===== Event Systems ===== |
- | + | * Blueprints Events \\ Those are the base game events, blueprints have a specific field for them and their parameter can be accessed with specific NWscript functions. They have not been changed so you will have to google for more documentation, here's a place to start: [[https://nwn.fandom.com/wiki/Event]] | |
+ | * [[.:events:script_based]] | ||
+ | * [[.:events:variable_based]] | ||
+ | ===== New Internal Events ===== | ||
+ | Sinfar server side plugin adds many new events, they can be [[.:events:script_based]] or [[.:events:variable_based]]. | ||
+ | \\ \\ Here's the list of the new [[.:events:variable_based]]: | ||
+ | ^Variable Name^Description^Caller^Parameters^Return Value / BypassEvent() Result^Example^ | ||
+ | |EVENT_CANUSE|Called before determining if an item can be used or not.|The Item|0: The item possessor|Boolean: Wether or not the item can be used (SetEventResultInt(TRUE or FALSE))|[[https://nwn.sinfar.net/res_nss_edit.php?name=scroll_w_canuse|scroll_w_canuse]]| | ||
+ | |EVENT_RECVITEM|An item is about to be added to an object inventory|The object that will acquire the item|0: The Item \\ 1: The current item possessor|Boolean: Wether or not the item should be added to the caller's inventory|[[https://nwn.sinfar.net/res_nss_edit.php?name=mail_putinbox|mail_putinbox]]| | ||
+ | |EVENT_CLEARALLACTIONS|Called when an object actions list is about to be cleared. \\ It is one way to know when an action has been interrupted (for any reason)|The object|None|None|TODO| | ||
+ | |EVENT_PCENTERED|Called when a PC has entered an area.|Area|None|None|This is actually called from the PC action queue.| | ||
+ | |EVENT_PCENTERAREA|Called when a PC has entered an area.|PC|None|None| | ||
+ | |EVENT_AREALOADED|Called when a PC has entered an area.|Area|None|None|This is called before the PC is actually moved to the new area, so GetArea() will not work. If the area is needed use EVENT_PCENTERED.| | ||
+ | |EVENT_PCLEAVEAREA|Called when a PC has exited an area.|PC|None|None| | ||
+ | |EVENT_AREAUNLOADED|Called when a PC has exited an area.|Area|None|None| | ||
+ | |EVENT_USEFEAT_%FEAT2DAROWNUMB%|Called when a PC uses the specified feat|PC|0:feat \\ 1: target \\ 2: target position|None| | ||
+ | |EVENT_USEFEAT|Called when a PC uses any feat|PC|0:feat \\ 1: target \\ 2: target position|None| |