Difference between revisions of "EVENT TYPE *"
From Dragon Age Toolset Wiki
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m (Adding EVENT_TYPE_SPELLSCRIPT_PENDING) |
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|value = 1005 | |value = 1005 | ||
|description = player uses the generic transition system to open the world map | |description = player uses the generic transition system to open the world map | ||
+ | |sourcefile = events_h | ||
+ | |sourcemodule = Core Game Resources | ||
+ | }} | ||
+ | {{Constant table row | ||
+ | |name = [[EVENT_TYPE_SPELLSCRIPT_PENDING]] | ||
+ | |type = int | ||
+ | |value = 1005 | ||
+ | |description = | ||
|sourcefile = events_h | |sourcefile = events_h | ||
|sourcemodule = Core Game Resources | |sourcemodule = Core Game Resources |
Revision as of 11:12, 20 August 2011
Constant name | Type | Value | Description | Source |
---|---|---|---|---|
EVENT_TYPE_ALLY_ATTACKED | int | 1002 | an ally has got the 'attacked' event and asked for help | events_h |
EVENT_TYPE_WORLD_MAP_USED | int | 1003 | player used the world map to travel from point A to point B | events_h |
EVENT_TYPE_DELAYED_SHOUT | int | 1004 | used to fire a dialog shout every few seconds | events_h |
EVENT_TYPE_TRANSITION_TO_WORLD_MAP | int | 1005 | player uses the generic transition system to open the world map | events_h |
EVENT_TYPE_SPELLSCRIPT_PENDING | int | 1005 | events_h | |
EVENT_TYPE_SPELLSCRIPT_CAST | int | 1006 | cast | events_h |
EVENT_TYPE_SPELLSCRIPT_IMPACT | int | 1007 | impact | events_h |
EVENT_TYPE_SPELLSCRIPT_DEACTIVATE | int | 1008 | talent deactivated | events_h |
EVENT_TYPE_CAST_AT | int | 1011 | an ability has been cast on me | events_h |
EVENT_TYPE_STAT_REGEN | int | 1012 | stat regeneration. might be changed in the future | events_h |
EVENT_TYPE_RESURRECTION | int | 1013 | creature resurrected. | events_h |
EVENT_TYPE_SET_OBJECT_ACTIVE | int | 1014 | needed since CommandDoFunction was removed and we're using CommandDoEvent | events_h |
EVENT_TYPE_HANDLE_CUSTOM_AI | int | 1016 | handle any custom AI before handling the built-in AI | events_h |
EVENT_TYPE_HEARTBEAT | int | 1018 | runs 2 seconds after death to set AI level to low | events_h |
EVENT_TYPE_TEAM_DESTROYED | int | 1019 | fires when an entire team of creatures is destroyed. The event is fired to the last living creature on the team | events_h |
EVENT_TYPE_CAMPAIGN_ITEM_ACQUIRED | int | 1020 | fires when items with the ITEM_ACQUIRED_EVENT_ID variable set are picked up. The event is fired to the module | events_h |
EVENT_TYPE_SET_GAME_MODE | int | 1021 | fires to the module when the game mode is set with the game mode being set carried as an integer on the event | events_h |
EVENT_TYPE_COMBAT_END | int | 1022 | fires to creature_core when combat ends | events_h |
EVENT_TYPE_DYING | int | 1023 | fired by effect_death_h when a creature received the killing blow | events_h |
EVENT_TYPE_PLAYER_LEVELUP | int | 1024 | fired by the levelup system into player_core. | events_h |
EVENT_TYPE_AMBIENT_CONTINUE | int | 1026 | fired by engine when conversation ends or player is nearby to resume ambient behaviour | events_h |
EVENT_TYPE_MODULE_CHARGEN_DONE | int | 1027 | fired the the core chargen script into the module | events_h |
EVENT_TYPE_PARTY_MEMBER_HIRED | int | 1028 | fired when a party member is added to the party pool | events_h |
EVENT_TYPE_SUMMON_DIED | int | 1029 | fired when the summon died. | events_h |
EVENT_TYPE_APPROACH_TRAP | int | 1033 | Trap triggered and the creature receiving this event should approach the trap | events_h |
EVENT_TYPE_CAMPAIGN_ITEM_LOST | int | 1034 | fire to the module when the ITEM_LOST_EVENT variable is set on an item removed form player inventory | events_h |
EVENT_TYPE_TRAP_TRIGGER_DISARMED | int | 1045 | Fired to trap's signal target(s) when the trap is disarmed | events_h |
EVENT_TYPE_UNLOCK_FAILED | int | 1046 | Fired to placeable when unlock attempt fails | events_h |
EVENT_TYPE_OPENED | int | 1047 | Fired to placeable when it has been opened | events_h |
EVENT_TYPE_TRAP_RESET | int | 1048 | Fired to trap's signal target(s) so it releases/retracts/resets when trap is triggered | events_h |
EVENT_TYPE_TRAP_DISARM | int | 1049 | Fired to a trap to cause itself to disarm | events_h |
EVENT_TYPE_TRAP_ARM | int | 1050 | Fired to a trap to cause itself to arm. | events_h |
EVENT_TYPE_MODULE_HANDLE_FOLLOWER_DEATH | int | 1056 | yes! its only here for Wynne! | events_h |
EVENT_TYPE_SPELLSCRIPT_INDIVIDUAL_IMPACT | int | 1066 | impact | events_h |
EVENT_TYPE_DESTROY_OBJECT | int | 1070 | object should destroy itself | events_h |
EVENT_TYPE_PARTY_MEMBER_RES_TIMER | int | 1201 | party members are rezzed on this event if it happens outside of combat | events_h |
EVENT_TYPE_DEBUG_KICKSTART_AI | int | 9998 | kickstart the AI if it was frozen. | events_h |
EVENT_TYPE_DEBUG_RESURRECTION | int | 9999 | resurrection button handler for death panel | events_h |
Remarks
Events_h contains a comment stating that events 80000-81000 are reserved for run database events and to see design_tracking_h for their actual definition.