Difference between revisions of "ActiveMagicEffect Script"

55 bytes added ,  13:37, 20 February 2012
imported>Jog
imported>Jog
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== Events ==
== Events ==
*Event [[OnAnimationEvent - Form|OnAnimationEvent]](ObjectReference akSource, string asEventName)
'''Event [[OnAnimationEvent - Form|OnAnimationEvent]](ObjectReference akSource, string asEventName)'''
**Received when one of animation events we are listening for is recieved.
*Received when one of animation events we are listening for is recieved.
*Event [[OnAnimationEventUnregistered - Form|OnAnimationEventUnregistered]](ObjectReference akSource, string asEventName)
 
**Received when one of the animation events we are listening for has been automatically unregistered by the game due to the target animation graph unloading.
'''Event [[OnAnimationEventUnregistered - Form|OnAnimationEventUnregistered]](ObjectReference akSource, string asEventName)'''
*Event [[OnEffectStart - ActiveMagicEffect|OnEffectStart]](Actor akTarget, Actor akCaster)
*Received when one of the animation events we are listening for has been automatically unregistered by the game due to the target animation graph unloading.
**Event received when this effect starts
 
*Event [[OnEffectFinish - ActiveMagicEffect|OnEffectFinish]](Actor akTarget, Actor akCaster)
'''Event [[OnEffectStart - ActiveMagicEffect|OnEffectStart]](Actor akTarget, Actor akCaster)'''
**Event received when this effect has finished
*Event received when this effect starts
*Event [[OnGainLOS - Form|OnGainLOS]](Actor akViewer, ObjectReference akTarget)
 
**Received when the viewer goes from not seeing the target to seeing the target - if this magic effect is registered.
'''Event [[OnEffectFinish - ActiveMagicEffect|OnEffectFinish]](Actor akTarget, Actor akCaster)'''
*Event [[OnLostLOS - Form|OnLostLOS]](Actor akViewer, ObjectReference akTarget)
*Event received when this effect has finished
**Received when the viewer goes from seeing the target to not seeing the target - if this magic effect is registered.
 
*Event [[OnSleepStart - Form|OnSleepStart]](float afSleepStartTime, float afDesiredSleepEndTime)
'''Event [[OnGainLOS - Form|OnGainLOS]](Actor akViewer, ObjectReference akTarget)'''
**Received when the player goes to sleep.
*Received when the viewer goes from not seeing the target to seeing the target - if this magic effect is registered.
*Event [[OnSleepStop - Form|OnSleepStop]](bool abInterrupted)
 
**Received when the player wakes up or is interrupted in sleep.
'''Event [[OnLostLOS - Form|OnLostLOS]](Actor akViewer, ObjectReference akTarget)'''
*Event [[OnTrackedStatsEvent - Form|OnTrackedStatsEvent]](string asStat, int aiStatValue)
*Received when the viewer goes from seeing the target to not seeing the target - if this magic effect is registered.
**Received when tracked stats are updated.
 
*Event [[OnUpdate - Form|OnUpdate]]()
'''Event [[OnSleepStart - Form|OnSleepStart]](float afSleepStartTime, float afDesiredSleepEndTime)'''
**Received at periodic intervals, if the magic effect is registered.
*Received when the player goes to sleep.
*Event [[OnUpdateGameTime - Form|OnUpdateGameTime]]()
 
**Received at periodic intervals of game time, if the magic effect is registered.
'''Event [[OnSleepStop - Form|OnSleepStop]](bool abInterrupted)'''
*Received when the player wakes up or is interrupted in sleep.
 
'''Event [[OnTrackedStatsEvent - Form|OnTrackedStatsEvent]](string asStat, int aiStatValue)'''
*Received when tracked stats are updated.
 
'''Event [[OnUpdate - Form|OnUpdate]]()'''
*Received at periodic intervals, if the magic effect is registered.
 
'''Event [[OnUpdateGameTime - Form|OnUpdateGameTime]]()'''
*Received at periodic intervals of game time, if the magic effect is registered.
 


ActiveMagicEffects will also receive events from the [[Actor Script#Events|Actor]] they are attached to.
ActiveMagicEffects will also receive events from the [[Actor Script#Events|Actor]] they are attached to.
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