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Dawn of Light - Class documentation 2900
This is the Dawn of Light project
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This class holds all possible GameLiving events. Only constants defined here! More...
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
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static readonly GameLivingEvent | Say = new GameLivingEvent("GameLiving.Say") |
The Say event is fired whenever the living says something
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static readonly GameLivingEvent | YellReceive = new GameLivingEvent("GameLiving.YellReceive") |
The YellReceive event is fired whenever the living receives a yell
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static readonly GameLivingEvent | Yell = new GameLivingEvent("GameLiving.Yell") |
The Yell event is fired whenever the living yells something
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static readonly GameLivingEvent | WhisperReceive = new GameLivingEvent("GameLiving.WhisperReceive") |
The WhisperReceive event is fired whenever the living receives a whisper
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static readonly GameLivingEvent | Whisper = new GameLivingEvent("GameLiving.Whisper") |
The Whisper event is fired whenever the living whispers something
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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
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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. |
This class holds all possible GameLiving events. Only constants defined here!
DOL.Events.GameLivingEvent.GameLivingEvent | ( | string | name | ) | [protected] |
Constructs a new GameLivingEvent.
name | the event name |
override bool DOL.Events.GameLivingEvent.IsValidFor | ( | object | o | ) | [virtual] |
Tests if this event is valid for the specified object.
o | The object for which the event wants to be registered |
Reimplemented from DOL.Events.GameObjectEvent.
Reimplemented in DOL.Events.GameNPCEvent, DOL.Events.GamePlayerEvent, and DOL.Events.GameTrainerEvent.
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
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
readonly GameLivingEvent DOL.Events.GameLivingEvent.SayReceive = new GameLivingEvent("GameLiving.SayReceive") [static] |
The SayReceive event is fired whenever the living receives a say
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
readonly GameLivingEvent DOL.Events.GameLivingEvent.WhisperReceive = new GameLivingEvent("GameLiving.WhisperReceive") [static] |
The WhisperReceive event is fired whenever the living receives a whisper
readonly GameLivingEvent DOL.Events.GameLivingEvent.Yell = new GameLivingEvent("GameLiving.Yell") [static] |
The Yell event is fired whenever the living yells something
readonly GameLivingEvent DOL.Events.GameLivingEvent.YellReceive = new GameLivingEvent("GameLiving.YellReceive") [static] |
The YellReceive event is fired whenever the living receives a yell