Dawn of Light - Class documentation 2900
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DOL.Events.GameLivingEvent Class Reference

This class holds all possible GameLiving events. Only constants defined here! More...

Inheritance diagram for DOL.Events.GameLivingEvent:
DOL.Events.GameObjectEvent DOL.Events.DOLEvent DOL.Events.GameNPCEvent DOL.Events.GamePlayerEvent DOL.Events.GameTrainerEvent DOL.GS.GuildPlayerEvent

List of all members.

Public Member Functions

override bool IsValidFor (object o)
 Tests if this event is valid for the specified object.

Static Public Attributes

static readonly GameLivingEvent SayReceive = new GameLivingEvent("GameLiving.SayReceive")
 The SayReceive event is fired whenever the living receives a say

See also:
SayReceiveEventArgs

static readonly GameLivingEvent Say = new GameLivingEvent("GameLiving.Say")
 The Say event is fired whenever the living says something

See also:
SayEventArgs

static readonly GameLivingEvent YellReceive = new GameLivingEvent("GameLiving.YellReceive")
 The YellReceive event is fired whenever the living receives a yell

See also:
YellReceiveEventArgs

static readonly GameLivingEvent Yell = new GameLivingEvent("GameLiving.Yell")
 The Yell event is fired whenever the living yells something

See also:
YellEventArgs

static readonly GameLivingEvent WhisperReceive = new GameLivingEvent("GameLiving.WhisperReceive")
 The WhisperReceive event is fired whenever the living receives a whisper

See also:
WhisperReceiveEventArgs

static readonly GameLivingEvent Whisper = new GameLivingEvent("GameLiving.Whisper")
 The Whisper event is fired whenever the living whispers something

See also:
WhisperEventArgs

static readonly GameLivingEvent AttackedByEnemy = new GameLivingEvent("GameLiving.AttackedByEnemy")
 The Hit event is fired whenever the living is hit by gameliving.
static readonly GameLivingEvent AttackFinished = new GameLivingEvent("GameLiving.AttackFinished")
static readonly GameLivingEvent EnemyKilled = new GameLivingEvent("GameLiving.EnemyKilled")
 The EnemyKilled event is fired whenever the living kill something.
static readonly GameLivingEvent GainedExperience = new GameLivingEvent("GameLiving.GainedExperience")
 The GainedExperience event is fired whenever the living gains experience.
static readonly GameLivingEvent GainedRealmPoints = new GameLivingEvent("GameLiving.GainedRealmPoints")
 The GainRealmPoints event is fired whenever the living gains realm points.
static readonly GameLivingEvent GainedBountyPoints = new GameLivingEvent("GameLiving.GainedBountyPoints")
static readonly GameLivingEvent Dying = new GameLivingEvent("GameLiving.Dying")
 The Dying event is fired just before the living died.
static readonly GameLivingEvent Moving = new GameLivingEvent("GameLiving.Moving")
 The Moving event is fired whenever the living moves.
static readonly GameLivingEvent EnemyHealed = new GameLivingEvent("GameLiving.EnemyHealed")
 The EnemyHealed event is fired whenever the living's enemy is healed

See also:
EnemyHealedEventArgs

static readonly GameLivingEvent Timer = new GameLivingEvent("GameLiving.Timer")
 The Timer event is fired whenever an previously added timer has finished Used within questsystem.
static readonly GameLivingEvent CastStarting = new GameLivingEvent("GameLiving.CastStarting")
 The CastSpell event is fired whenever the living casts a spell.
static readonly GameLivingEvent CastFinished = new GameLivingEvent("GameLiving.CastFinished")
 The CastFinished event is fired whenever the living finishes casting a spell.
static readonly GameLivingEvent CastFailed = new GameLivingEvent("GameLiving.CastFailed")
 The CastFailed event is fired whenever the GameLiving's cast failed.
static readonly GameLivingEvent CastSucceeded = new GameLivingEvent("GameLiving.CastSucceeded")
 The CastSucceeded event is fired whenever the GameLiving's cast succeeded.
static readonly GameLivingEvent HealthChanged = new GameLivingEvent("GameLiving.HealthChanged")
 The HealthChanged event is fired whenever the GameLiving's health is changed.
static readonly GameLivingEvent PetReleased = new GameLivingEvent("GameLiving.PetReleased")
 The PetReleased event is fired whenever the player commands to release controlled NPC.
static readonly GameLivingEvent RegionChanging = new GameLivingEvent("GameLiving.RegionChanging")
 The RegionChanging event is fired when a living is changing regions.
static readonly GameLivingEvent LowHealth = new GameLivingEvent("GameLiving.LowHealth")
 The LowHealth event is fired when a living's health drops below a certain threshold.
static readonly GameLivingEvent CrowdControlled = new GameLivingEvent("GameLiving.CrowdControlled")
 The CrowdControlled event is fired when a living is crowd controlled.
static readonly GameLivingEvent CrowdControlExpired = new GameLivingEvent("GameLiving.CrowdControlExpired")
 The CrowdControlExpired event is fired when a living's crowd control effect expires.
static readonly GameLivingEvent Interrupted = new GameLivingEvent("GameLiving.Interrupted")
 The Interrupted event is fired when a living is interrupted.
static readonly GameLivingEvent InterruptExpired = new GameLivingEvent("GameLiving.InterruptExpired")
 The InterruptExpired event is fired when a living's interrupt timer expires.

Protected Member Functions

 GameLivingEvent (string name)
 Constructs a new GameLivingEvent.

Detailed Description

This class holds all possible GameLiving events. Only constants defined here!


Constructor & Destructor Documentation

DOL.Events.GameLivingEvent.GameLivingEvent ( string  name) [protected]

Constructs a new GameLivingEvent.

Parameters:
namethe event name

Member Function Documentation

override bool DOL.Events.GameLivingEvent.IsValidFor ( object  o) [virtual]

Tests if this event is valid for the specified object.

Parameters:
oThe object for which the event wants to be registered
Returns:
true if valid, false if not

Reimplemented from DOL.Events.GameObjectEvent.

Reimplemented in DOL.Events.GameNPCEvent, DOL.Events.GamePlayerEvent, and DOL.Events.GameTrainerEvent.


Member Data Documentation

readonly GameLivingEvent DOL.Events.GameLivingEvent.AttackedByEnemy = new GameLivingEvent("GameLiving.AttackedByEnemy") [static]

The Hit event is fired whenever the living is hit by gameliving.

readonly GameLivingEvent DOL.Events.GameLivingEvent.AttackFinished = new GameLivingEvent("GameLiving.AttackFinished") [static]

The AttackFinished event is fired whenever the living finishes an attack

readonly GameLivingEvent DOL.Events.GameLivingEvent.CastFailed = new GameLivingEvent("GameLiving.CastFailed") [static]

The CastFailed event is fired whenever the GameLiving's cast failed.

readonly GameLivingEvent DOL.Events.GameLivingEvent.CastFinished = new GameLivingEvent("GameLiving.CastFinished") [static]

The CastFinished event is fired whenever the living finishes casting a spell.

readonly GameLivingEvent DOL.Events.GameLivingEvent.CastStarting = new GameLivingEvent("GameLiving.CastStarting") [static]

The CastSpell event is fired whenever the living casts a spell.

readonly GameLivingEvent DOL.Events.GameLivingEvent.CastSucceeded = new GameLivingEvent("GameLiving.CastSucceeded") [static]

The CastSucceeded event is fired whenever the GameLiving's cast succeeded.

readonly GameLivingEvent DOL.Events.GameLivingEvent.CrowdControlExpired = new GameLivingEvent("GameLiving.CrowdControlExpired") [static]

The CrowdControlExpired event is fired when a living's crowd control effect expires.

readonly GameLivingEvent DOL.Events.GameLivingEvent.CrowdControlled = new GameLivingEvent("GameLiving.CrowdControlled") [static]

The CrowdControlled event is fired when a living is crowd controlled.

readonly GameLivingEvent DOL.Events.GameLivingEvent.Dying = new GameLivingEvent("GameLiving.Dying") [static]

The Dying event is fired just before the living died.

readonly GameLivingEvent DOL.Events.GameLivingEvent.EnemyHealed = new GameLivingEvent("GameLiving.EnemyHealed") [static]

The EnemyHealed event is fired whenever the living's enemy is healed

See also:
EnemyHealedEventArgs

readonly GameLivingEvent DOL.Events.GameLivingEvent.EnemyKilled = new GameLivingEvent("GameLiving.EnemyKilled") [static]

The EnemyKilled event is fired whenever the living kill something.

readonly GameLivingEvent DOL.Events.GameLivingEvent.GainedExperience = new GameLivingEvent("GameLiving.GainedExperience") [static]

The GainedExperience event is fired whenever the living gains experience.

readonly GameLivingEvent DOL.Events.GameLivingEvent.GainedRealmPoints = new GameLivingEvent("GameLiving.GainedRealmPoints") [static]

The GainRealmPoints event is fired whenever the living gains realm points.

readonly GameLivingEvent DOL.Events.GameLivingEvent.HealthChanged = new GameLivingEvent("GameLiving.HealthChanged") [static]

The HealthChanged event is fired whenever the GameLiving's health is changed.

readonly GameLivingEvent DOL.Events.GameLivingEvent.Interrupted = new GameLivingEvent("GameLiving.Interrupted") [static]

The Interrupted event is fired when a living is interrupted.

readonly GameLivingEvent DOL.Events.GameLivingEvent.InterruptExpired = new GameLivingEvent("GameLiving.InterruptExpired") [static]

The InterruptExpired event is fired when a living's interrupt timer expires.

readonly GameLivingEvent DOL.Events.GameLivingEvent.LowHealth = new GameLivingEvent("GameLiving.LowHealth") [static]

The LowHealth event is fired when a living's health drops below a certain threshold.

readonly GameLivingEvent DOL.Events.GameLivingEvent.Moving = new GameLivingEvent("GameLiving.Moving") [static]

The Moving event is fired whenever the living moves.

readonly GameLivingEvent DOL.Events.GameLivingEvent.PetReleased = new GameLivingEvent("GameLiving.PetReleased") [static]

The PetReleased event is fired whenever the player commands to release controlled NPC.

readonly GameLivingEvent DOL.Events.GameLivingEvent.RegionChanging = new GameLivingEvent("GameLiving.RegionChanging") [static]

The RegionChanging event is fired when a living is changing regions.

readonly GameLivingEvent DOL.Events.GameLivingEvent.Say = new GameLivingEvent("GameLiving.Say") [static]

The Say event is fired whenever the living says something

See also:
SayEventArgs

readonly GameLivingEvent DOL.Events.GameLivingEvent.SayReceive = new GameLivingEvent("GameLiving.SayReceive") [static]

The SayReceive event is fired whenever the living receives a say

See also:
SayReceiveEventArgs

readonly GameLivingEvent DOL.Events.GameLivingEvent.Timer = new GameLivingEvent("GameLiving.Timer") [static]

The Timer event is fired whenever an previously added timer has finished Used within questsystem.

readonly GameLivingEvent DOL.Events.GameLivingEvent.Whisper = new GameLivingEvent("GameLiving.Whisper") [static]

The Whisper event is fired whenever the living whispers something

See also:
WhisperEventArgs

readonly GameLivingEvent DOL.Events.GameLivingEvent.WhisperReceive = new GameLivingEvent("GameLiving.WhisperReceive") [static]

The WhisperReceive event is fired whenever the living receives a whisper

See also:
WhisperReceiveEventArgs

readonly GameLivingEvent DOL.Events.GameLivingEvent.Yell = new GameLivingEvent("GameLiving.Yell") [static]

The Yell event is fired whenever the living yells something

See also:
YellEventArgs

readonly GameLivingEvent DOL.Events.GameLivingEvent.YellReceive = new GameLivingEvent("GameLiving.YellReceive") [static]

The YellReceive event is fired whenever the living receives a yell

See also:
YellReceiveEventArgs


The documentation for this class was generated from the following file:
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