Enum Events
Events the game can fire. Only used for documentation purposes.
Namespace: Mannequin.Bindings
Assembly: Collapse.dll
Syntax
public enum Events : int
Fields
Name | Description |
---|---|
AgentDamage | AgentDamage(Agent attacker, Agent victim, int damage, EWeaponDamageType dmgType) Fired when an Agent is damaged by an external source. Return false to cancel (cancel the attack's effect and cause zero damage). |
AgentDeath | AgentDeath(AgentDeathInformation information) Fired when an Agent dies.
warningIf you need to keep this information for some reason, save it immediately. There's a chance it may get garbage-collected when both Agents die. It is not carried across saves. |
ContentReady | ContentReady() Fired it is OK to start loading content using the Content methods. |
DBLoaded | DBLoaded() Fired when the game's data files finish loading and all tiles are finished blending. This usually occurs during MainMenu/Menu |
Diplomacy | Diplomacy(EDiplomacyAction action, Faction target) Fires when the player attempts a diplomacy action towards another faction. Return false to cancel this diplomacy action. warningThe player will not receive a warning that their action has been cancelled. |
Game | Game() Fired when the game starts. Equivalent to GameStatus(Game). |
GameOver | GameOver() Fired when the game ends. Return false to cancel (cancel the game over sequence). |
KeyDown | KeyDown( Fires when a key is pushed down. Return false to cancel the event and make the game not recognize this input |
KeyUp | KeyUp( Fires when a key is no longer pushed down |
LivingDamage | LivingDamage(Agent attacker, Living victim, int damage, EWeaponDamageType dmgType) Fired when a Living is damaged by an external source.
warningThis is different than AgentDamage; Livings can have extra effects added when they are attacked. Cancel this event to cancel AgentDamage also. Return false to cancel (cancel the attack's effect and cause zero damage). |
Menu | Menu()
Fired when the game reaches the menu. Equivalent to GameStatus( |
Overlay_SelectedAgent | Overlay_SelectedAgent(Agent? new, Agent? previous) Fired when an agent is selected in-game. `new` or `previous` may be null if nothing was selected/something is deselected. Return false to prevent selection of this Agent |
Overlay_WorldMapClosed | Overlay_WorldMapClosed() Fires when the world map has closed. |
Overlay_WorldMapClosing | Overlay_WorldMapClosing() Fires when the world map is closing. |
Overlay_WorldMapOpen | Overlay_WorldMapOpen(Scene worldMapScene) Fires when the world map has opened. |
Overlay_WorldMapOpening | Overlay_WorldMapOpening() Fires when the world map is opening. Return false to cancel opening the world map. |
Recieve | Recieve(
Fires when this mod is sent a message via |
SoundManagerReady | SoundManagerReady() Fired when the sound manager is ready. Sounds loaded using the Content methods before this event is fired are loaded now. |
Status | GameStatus(EGameStatus gameStatus) Fired when the game's status changes. |
Tick | Tick( Fires for every game tick. |
TraitAdded | TraitAdded(Trait trait, Living target, Date expires, Date added) Fires when a Trait is added to a Living. Return false to cancel adding the trait. |
TraitRemoved | |
Unload | Called when the game unloads Lua scripts related to this mod (i.e. on a reload) |