Script:Events
Events in the Arx scripting language are entry points of entity scripts. They are sent by the game engine or by other scripts using the sendevent
command. While the engine defines some event names, entity scripts can use arbitrary names for custom events.
Syntax
on eventname { ...accept
orrefuse
}
Sender
Events always have a sender entity associated with them. The entity ID of the sender is available in the read-only ^sender
script variable.
Target
Scripts can be sent to a single target entity or multiple targets matching some criteria using the sendevent
command but are always executed independently for each target.
Execution
Events sent by the game engine are usually executed synchronously although there are some exceptions. Events sent by scripts are always executed asynchronously. Synchronous events have their script code executed immediately when the event is generated and the engine waits for the event to be fully executed before continuing. Asynchronous events however are queued only up to 20 are executed each frame. All queued asynchronous events are executed when saving.
Events are first executed in the entity instance script. Commands are executed after on eventname
until a accept
or refuse
command is reached. refuse
ends event execution while accept
allows execution to continue after on eventname
in the entity class script until a accept
or refuse
command is reached there. If a script does not have a on eventname
block, the event is always accepted.
For events sent by the game engine, ending the event with accept
or refuse
sometimes also determines some further engine behavior. For events send by entity scripts the result is not returned to the sender.
Parameters
Events can have up to three parameters which can be accessed using the special read-only script variables as string
using ^$param1
, ^$param2
and ^$param3
, as number
using ^¶m1
, ^¶m2
and ^¶m3
or as int
using ^#param1
, ^#param2
and ^#param3
.
Blocked events
Mega-hidden entities can only receive the reload
event and dead NPCs can only receive the die
, dead
, executeline
, reload
, inventory2_open
and inventory2_close
events. Additionally, certain events can be disabled for an entity using the setevent
script command.
List
The following is a (incomplete) list of events sent by the game engine. Scripts can send arbitrarily named events.
Event | Trigger |
---|---|
on cine_end | Sent when a cinematic ends. |
on collide_door | Sent on collisions involving an entity in the door group. |
on collide_field | Sent on collisions with a field created with the Create field () spell. |
on collision_error | Sent if there are entities occupying the same space when re-enabling collisions using collision on . |
on collision_error_detail | Sent for every entity occupying the same space when re-enabling collisions using collision on . |
on controls_off | Sent when player input is disabled using the setplayercontrols off command. |
on controls_on | Sent when player input is enabled using the setplayercontrols on command. |
on dead | Sent periodically when dead. |
on game_ready | Sent after starting a new game, changing to a different area or loading a save file. |
on hit | Sent when the the entity is damaged. |
on inventory2_close | Sent when closing non-player inventories. |
on inventory2_open | Sent when opening non-player inventories. |
on main | Sent periodically when not dead. |
on ouch | Sent when the the entity is damaged and did not receive an ouch event in the last 500 milliseconds. |
on spellcast | Sent when a spell is cast. |
on spellend | Sent when a spell ends or is cancelled. |
on steal | Sent when opening or closing a non-player inventory by pickpocketing. |
From: [1]
Event | Trigger |
---|---|
on init | |
on inventoryin | |
on inventoryuse | |
on equipin | |
on equipout | |
on chat | |
on action | |
on reachedtarget | |
on die | |
on losttarget | |
on treatout | |
on detectplayer | |
on undetectplayer | |
on combine | |
on custom | |
on initend | |
on clicked | |
on leavezone | |
on controlledzone_leave | |
on enterzone | |
on controlledzone_enter | |
on load | |
on reload | |
on hear | |
on summoned | |
on strike | |
on waypoint | |
on pathend | |
on critical | |
on collide_npc | |
on backstab | |
on aggression | |
on key_pressed | |
on pathfinder_failure | |
on pathfinder_success | |
on book_open | |
on book_close | |
on identify | |
on break | |
on cursormode | |
on explorationmode |
Besides these events, the game engine also uses the internal executeline
and null
events.
[1]: https://github.com/arx/ArxLibertatis/blob/master/src/script/ScriptEvent.cpp