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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 GameNPC 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 GameNPCEvent | TurnTo = new GameNPCEvent("GameNPC.TurnTo") |
The TurnTo event is fired whenever the npc turns towards some coordinates
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| static readonly GameNPCEvent | TurnToHeading = new GameNPCEvent("GameNPC.TurnToHeading") |
The TurnToHeading event is fired whenever the npc turns towards a specific heading
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| static readonly GameNPCEvent | ArriveAtTarget = new GameNPCEvent("GameNPC.ArriveAtTarget") |
| The ArriveAtTarget event is fired whenever the npc arrives at its WalkTo target DOL.GS.GameNPC.WalkTo(int, int, int, int) | |
| static readonly GameNPCEvent | ArriveAtSpawnPoint = new GameNPCEvent("GameNPC.ArriveAtSpawnPoint") |
| The ArriveAtSpawnPoint event is fired whenever the npc arrives at its spawn point DOL.GS.GameNPC.WalkTo(int, int, int, int) | |
| static readonly GameNPCEvent | CloseToTarget = new GameNPCEvent("GameNPC.CloseToTarget") |
| The CloseToTarget event is fired whenever the npc is close to its WalkTo target DOL.GS.GameNPC.WalkTo(int, int, int, int) | |
| static readonly GameNPCEvent | WalkTo = new GameNPCEvent("GameNPC.WalkTo") |
The WalkTo event is fired whenever the npc is commanded to walk to a specific target
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| static readonly GameNPCEvent | Walk = new GameNPCEvent("GameNPC.Walk") |
The Walk event is fired whenever the npc is commanded to walk
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| static readonly GameNPCEvent | RiderMount = new GameNPCEvent("GameNPC.RiderMount") |
The RiderMount event is fired whenever the npc is mounted by a ride
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| static readonly GameNPCEvent | RiderDismount = new GameNPCEvent("GameNPC.RiderDismount") |
The RiderDismount event is fired whenever the rider dismounts from the npc
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| static readonly GameNPCEvent | PathMoveStarts = new GameNPCEvent("GameNPC.PathMoveStarts") |
| Fired when pathing starts. | |
| static readonly GameNPCEvent | PathMoveEnds = new GameNPCEvent("GameNPC.PathMoveEnds") |
| Fired when npc is on end of path. | |
| static readonly GameNPCEvent | OnAICallback = new GameNPCEvent("GameNPC.OnAICallback") |
| Fired on every AI callback. | |
| static readonly GameNPCEvent | FollowLostTarget = new GameNPCEvent("GameNPC.FollowLostTarget") |
| Fired whenever following NPC lost its target. | |
| static readonly GameNPCEvent | PetSpell = new GameNPCEvent("GameNPC.PetSpell") |
| Fired whenever pet is supposed to cast a spell. | |
| static readonly GameNPCEvent | OutOfTetherRange = new GameNPCEvent("GameNPC.OutOfTetherRange") |
| Fired whenever pet is out of tether range (necromancer). | |
| static readonly GameNPCEvent | PetLost = new GameNPCEvent("GameNPC.PetLost") |
| Fired when pet is lost (necromancer). | |
| static readonly GameLivingEvent | SwitchedTarget = new GameNPCEvent("GameNPC.SwitchedTarget") |
| The SwitchedTarget event is fired when an NPC changes its target. | |
Protected Member Functions | |
| GameNPCEvent (string name) | |
| Constructs a new GameNPCEvent. | |
This class holds all possible GameNPC events. Only constants defined here!
| DOL.Events.GameNPCEvent.GameNPCEvent | ( | string | name | ) | [protected] |
Constructs a new GameNPCEvent.
| name | the event name |
| override bool DOL.Events.GameNPCEvent.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.GameLivingEvent.
Reimplemented in DOL.Events.GameTrainerEvent.
readonly GameNPCEvent DOL.Events.GameNPCEvent.ArriveAtSpawnPoint = new GameNPCEvent("GameNPC.ArriveAtSpawnPoint") [static] |
The ArriveAtSpawnPoint event is fired whenever the npc arrives at its spawn point DOL.GS.GameNPC.WalkTo(int, int, int, int)
readonly GameNPCEvent DOL.Events.GameNPCEvent.ArriveAtTarget = new GameNPCEvent("GameNPC.ArriveAtTarget") [static] |
The ArriveAtTarget event is fired whenever the npc arrives at its WalkTo target DOL.GS.GameNPC.WalkTo(int, int, int, int)
readonly GameNPCEvent DOL.Events.GameNPCEvent.CloseToTarget = new GameNPCEvent("GameNPC.CloseToTarget") [static] |
The CloseToTarget event is fired whenever the npc is close to its WalkTo target DOL.GS.GameNPC.WalkTo(int, int, int, int)
readonly GameNPCEvent DOL.Events.GameNPCEvent.FollowLostTarget = new GameNPCEvent("GameNPC.FollowLostTarget") [static] |
Fired whenever following NPC lost its target.
readonly GameNPCEvent DOL.Events.GameNPCEvent.OnAICallback = new GameNPCEvent("GameNPC.OnAICallback") [static] |
Fired on every AI callback.
readonly GameNPCEvent DOL.Events.GameNPCEvent.OutOfTetherRange = new GameNPCEvent("GameNPC.OutOfTetherRange") [static] |
Fired whenever pet is out of tether range (necromancer).
readonly GameNPCEvent DOL.Events.GameNPCEvent.PathMoveEnds = new GameNPCEvent("GameNPC.PathMoveEnds") [static] |
Fired when npc is on end of path.
readonly GameNPCEvent DOL.Events.GameNPCEvent.PathMoveStarts = new GameNPCEvent("GameNPC.PathMoveStarts") [static] |
Fired when pathing starts.
readonly GameNPCEvent DOL.Events.GameNPCEvent.PetLost = new GameNPCEvent("GameNPC.PetLost") [static] |
Fired when pet is lost (necromancer).
readonly GameNPCEvent DOL.Events.GameNPCEvent.PetSpell = new GameNPCEvent("GameNPC.PetSpell") [static] |
Fired whenever pet is supposed to cast a spell.
readonly GameNPCEvent DOL.Events.GameNPCEvent.RiderDismount = new GameNPCEvent("GameNPC.RiderDismount") [static] |
The RiderDismount event is fired whenever the rider dismounts from the npc
readonly GameNPCEvent DOL.Events.GameNPCEvent.RiderMount = new GameNPCEvent("GameNPC.RiderMount") [static] |
The RiderMount event is fired whenever the npc is mounted by a ride
readonly GameLivingEvent DOL.Events.GameNPCEvent.SwitchedTarget = new GameNPCEvent("GameNPC.SwitchedTarget") [static] |
The SwitchedTarget event is fired when an NPC changes its target.
readonly GameNPCEvent DOL.Events.GameNPCEvent.TurnTo = new GameNPCEvent("GameNPC.TurnTo") [static] |
The TurnTo event is fired whenever the npc turns towards some coordinates
readonly GameNPCEvent DOL.Events.GameNPCEvent.TurnToHeading = new GameNPCEvent("GameNPC.TurnToHeading") [static] |
The TurnToHeading event is fired whenever the npc turns towards a specific heading
readonly GameNPCEvent DOL.Events.GameNPCEvent.Walk = new GameNPCEvent("GameNPC.Walk") [static] |
The Walk event is fired whenever the npc is commanded to walk
readonly GameNPCEvent DOL.Events.GameNPCEvent.WalkTo = new GameNPCEvent("GameNPC.WalkTo") [static] |
The WalkTo event is fired whenever the npc is commanded to walk to a specific target