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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.

warning

If 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.

warning

The 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( keyID)

Fires when a key is pushed down.

Return false to cancel the event and make the game not recognize this input

KeyUp

KeyUp( keyID)

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.

warning

This 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( modID, message)

Fires when this mod is sent a message via . You can use a selector to filter by mod ID.

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( gameTimeTicks)

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

TraitRemoved(Trait trait, Living target)

Fires when a Trait is removed from a Living.

Unload

Called when the game unloads Lua scripts related to this mod (i.e. on a reload)

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