//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onActivateInHotbar(triggerEntity,targetEntity) {
// your code here
}
Called when entity is activated in player's hotbar.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onActivateInHotbar(triggerEntity) {
// your code here
}
Called when entity is activated in player's hotbar.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onAirtankDepleted(triggerEntity,targetEntity) {
// your code here
}
Called when an airtank is depleted.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onAirtankDepleted(triggerEntity) {
// your code here
}
Called when an airtank is depleted.
//@YEvent
/** @type {(obj: YEntity | YLogic | YGroup) => void} */
function onAnimatorCycleEnd(obj) {
// your code here
}
Called at the end of the animator cycle.
//@YEvent
/** @type {(animator: YLogic, obj: YEntity | YLogic | YGroup) => void} */
function onAnimatorCycleEnd(animator,obj) {
// your code here
}
Called at the end of the animator cycle.
//@YEvent
/** @type {(answer: number, questioner: YEntity, player: YCharacter) => void} */
function onAnswered(answer,questioner,player) {
// your code here
}
Called when a dialogue question is answered by a player.
//@YEvent
/** @type {(answer: string, questioner: YEntity, player: YCharacter) => void} */
function onAnswered(answer,questioner,player) {
// your code here
}
Called when the question in Ask Player dialogue is answered by player.
//@YEvent
/** @type {(askPlayer: YUiAskPlayerWindow, answer: string, questioner: YEntity, player: YCharacter) => void} */
function onAskPlayerAnswered(askPlayer,answer,questioner,player) {
// your code here
}
Called when a player enters an answer into an input prompt.
//@YEvent
/** @type {(targetEntity: YEntity, attackType: YNpcAttackType) => void} */
function onAttack(targetEntity,attackType) {
// your code here
}
Called when an NPC performs an attack.
//@YEvent
/** @type {(type: YNpcAttackType) => void} */
function onAttack(type) {
// your code here
}
Called when an NPC performs an attack.
//@YEvent
/** @type {(triggerEntity: YEntity, weapon: YEntity, attackType: YPlayerAttackType, comboCount: number) => void} */
function onAttackMelee(triggerEntity,weapon,attackType,comboCount) {
// your code here
}
Called when a player performs a melee attack.
//@YEvent
/** @type {(triggerEntity: YEntity, attackType: YPlayerAttackType, comboCount: number) => void} */
function onAttackMelee(triggerEntity,attackType,comboCount) {
// your code here
}
Called when a player performs a melee attack.
//@YEvent
/** @type {(triggerEntity: YEntity, weapon: YEntity) => void} */
function onAttackRanged(triggerEntity,weapon) {
// your code here
}
Called when a player attacks with a ranged weapon.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onAttackRanged(triggerEntity) {
// your code here
}
Called when a player performs a ranged attack.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onAttackRangedEnded(triggerEntity) {
// your code here
}
Called after player enter combat mode.
//@YEvent
/** @type {(triggerEntity: YEntity, weapon: YEntity, hitEntity: YEntity, hitPosition: YVector3) => void} */
function onAttackRangedEntityHit(triggerEntity,weapon,hitEntity,hitPosition) {
// your code here
}
Called when a player performs a ranged attack and projectile hits an entity.
//@YEvent
/** @type {(triggerEntity: YEntity, weapon: YEntity, hitPosition: YVector3) => void} */
function onAttackRangedGroundHit(triggerEntity,weapon,hitPosition) {
// your code here
}
Called when a player performs a ranged attack and projectile hits ground.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onAttackRangedStarted(triggerEntity) {
// your code here
}
Called after player exits combat mode.
//@YEvent
/** @type {() => void} */
function onAwake() {
// your code here
}
Called whe the game object is loaded to world.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onBaitDetected(triggerEntity,targetEntity) {
// your code here
}
Called when animal detects a bait.
//@YEvent
/** @type {(bait: YEntity) => void} */
function onBaitDetected(bait) {
// your code here
}
Called when animal detects a bait.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onBaitingEnded(triggerEntity,targetEntity) {
// your code here
}
Called after animal baiting ended.
//@YEvent
/** @type {(bait: YEntity) => void} */
function onBaitingEnded(bait) {
// your code here
}
Called after animal baiting ended.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onBaitingInterrupted(triggerEntity,targetEntity) {
// your code here
}
Called when animal baiting was interrupted.
//@YEvent
/** @type {(bait: YEntity) => void} */
function onBaitingInterrupted(bait) {
// your code here
}
Called when animal baiting was interrupted.
//@YEvent
/** @type {(entity: YEntity) => void} */
function onBehaviourAssigned(entity) {
// your code here
}
Called when the AI behaviour is assigned to a new entity.
//@YEvent
/** @type {(aiBehaviour: YAiBehaviour, entity: YEntity) => void} */
function onBehaviourAssigned(aiBehaviour,entity) {
// your code here
}
Called when an AI Behaviour is assigned to an entity.
//@YEvent
/** @type {(triggerEntity: YEntity, weapon: YEntity) => void} */
function onBowChargeStart(triggerEntity,weapon) {
// your code here
}
Called when a player starts drawing a bow for a charged attack.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onBowChargeStart(triggerEntity) {
// your code here
}
Called when a player starts drawing a bow for a charged attack.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onBreak(triggerEntity,targetEntity) {
// your code here
}
Called when entity is being broken in inventory.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onBreak(triggerEntity) {
// your code here
}
Called when entity is being broken in inventory.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onBuildFire(triggerEntity,targetEntity) {
// your code here
}
Called when entity (e. g. stick) is lit by a player and becomes a campfire.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onBuildFire(triggerEntity) {
// your code here
}
Called when entity (e. g. stick) is lit and becomes a campfire.
//@YEvent
/** @type {(targetEntity: YEntity) => void} */
function onBurnOut(targetEntity) {
// your code here
}
Called when an entity burns out to a next state.
//@YEvent
/** @type {() => void} */
function onBurnOut() {
// your code here
}
Called when an entity burns out to a next state.
//@YEvent
/** @type {(player: YCharacter, button: YUiWidget, parameter: string) => void} */
function onButtonClicked(player,button,parameter) {
// your code here
}
Called after player clicks on a button.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onChangeSpotlightColor(triggerEntity,targetEntity) {
// your code here
}
Called when color of entity (spotlight) is changed by a player.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onChangeSpotlightColor(triggerEntity) {
// your code here
}
Called when color of the entity (spotlight) is changed.
//@YEvent
/** @type {(triggerEntity: YEntity, charger: YEntity, amount: number) => void} */
function onCharge(triggerEntity,charger,amount) {
// your code here
}
Called when entity is charged up by a player.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, charger: YEntity, amount: number) => void} */
function onCharge(triggerEntity,targetEntity,charger,amount) {
// your code here
}
Called when entity is charged up by a player.
//@YEvent
/** @type {(player: YCharacter, name: string, args: any[]) => void} */
function onClientMessageReceived(player,name,args) {
// your code here
}
Called when client recives message from server script.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onClimb(triggerEntity) {
// your code here
}
Called whenever player starts climbing a ladder.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onClose(triggerEntity) {
// your code here
}
Called whenever target doors are closed.
//@YEvent
/** @type {(character: YCharacter) => void} */
function onClose(character) {
// your code here
}
Called when the container is closed by a player.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onClose(triggerEntity,targetEntity) {
// your code here
}
Called on player's interaction with an entity: Close.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onClose(player) {
// your code here
}
Called when custom window is closed.
//@YEvent
/** @type {(questioner: YEntity, player: YCharacter) => void} */
function onClosed(questioner,player) {
// your code here
}
Called when a dialogue window is closed.
//@YEvent
/** @type {(triggerEntity: YEntity, products: YEntity[]) => void} */
function onCollect(triggerEntity,products) {
// your code here
}
Called when a player collects resources from an entity s.a. Grass, Bush or Trees.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, products: YEntity[]) => void} */
function onCollect(triggerEntity,targetEntity,products) {
// your code here
}
Called when a player collects resources from an entity s.a. Grass, Bush or Trees.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, oldColor1: YColor, oldColor2: YColor, oldColor3: YColor) => void} */
function onColorChange(triggerEntity,targetEntity,oldColor1,oldColor2,oldColor3) {
// your code here
}
Called when player paints an entity.
//@YEvent
/** @type {(triggerEntity: YEntity, oldColor1: YColor, oldColor2: YColor, oldColor3: YColor) => void} */
function onColorChange(triggerEntity,oldColor1,oldColor2,oldColor3) {
// your code here
}
Called when player paints an entity.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, oldColor1: YColor, oldColor2: YColor, oldColor3: YColor) => void} */
function onColorRevert(triggerEntity,targetEntity,oldColor1,oldColor2,oldColor3) {
// your code here
}
Called when a player reverts color(s) of an entity.
//@YEvent
/** @type {(triggerEntity: YEntity, oldColor1: YColor, oldColor2: YColor, oldColor3: YColor) => void} */
function onColorRevert(triggerEntity,oldColor1,oldColor2,oldColor3) {
// your code here
}
Called when a player reverts color(s) of an entity.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onControl(triggerEntity) {
// your code here
}
Called whenever player starts controlling an entity.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onControl(triggerEntity) {
// your code here
}
Called whenever player starts controlling a vehicle.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onControl(triggerEntity,targetEntity) {
// your code here
}
Called when player starts controlling an entity.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onControlStop(triggerEntity,targetEntity) {
// your code here
}
Called when player stops controlling an entity.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onControlStop(triggerEntity) {
// your code here
}
Called when player stops controlling an entity.
//@YEvent
/** @type {(oldCount: number, newCount: number) => void} */
function onCountChanged(oldCount,newCount) {
// your code here
}
Called whenever label entity count is changed.
//@YEvent
/** @type {() => void} */
function onCreate() {
// your code here
}
Called when the game object is spawned to world.
//@YEvent
/** @type {(triggerEntity: YEntity, campfire: YEntity) => void} */
function onCreateCampfire(triggerEntity,campfire) {
// your code here
}
Called when entity (e. g. stick) is lit and becomes a campfire.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, campfire: YEntity) => void} */
function onCreateCampfire(triggerEntity,targetEntity,campfire) {
// your code here
}
Called when entity (e. g. stick) is lit and becomes a campfire.
//@YEvent
/** @type {(player: YCharacter, actionId: string, deltaTime: number) => void} */
function onCustomAction(player,actionId,deltaTime) {
// your code here
}
Called when a custom key action is triggered.
//@YEvent
/** @type {(triggerEntity: YEntity, command: string, args: string[]) => void} */
function onCustomConsoleCommand(triggerEntity,command,args) {
// your code here
}
Called when a player executes a custom console command.
//@YEvent
/** @type {(triggerEntity: YEntity, interactionId: string) => void} */
function onCustomInteraction(triggerEntity,interactionId) {
// your code here
}
Called when an entity activates a Custom Interaction of an object.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, interactionId: string) => void} */
function onCustomInteraction(triggerEntity,targetEntity,interactionId) {
// your code here
}
Called when a player triggers an entity's custom interaction.
//@YEvent
/** @type {(player: YCharacter, keyActionId: string, deltaTime: number) => void} */
function onCustomKeyAction(player,keyActionId,deltaTime) {
// your code here
}
Called when custom key action is triggered.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, damage: number, type: YDamageType) => void} */
function onDamage(triggerEntity,targetEntity,damage,type) {
// your code here
}
Called whenever the entity recieves damage.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onDeactivateInHotbar(triggerEntity,targetEntity) {
// your code here
}
Called when entity is deactivated in player's hotbar.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onDeactivateInHotbar(triggerEntity) {
// your code here
}
Called when entity is deactivated in player's hotbar.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onDefendEnd(triggerEntity) {
// your code here
}
Called when a player stops defending.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onDefendStart(triggerEntity) {
// your code here
}
Called when a player begins a defensive stance.
//@YEvent
/** @type {(dialogue: YUiDialogWindow, answer: number, questioner: YEntity, player: YCharacter) => void} */
function onDialogAnswered(dialogue,answer,questioner,player) {
// your code here
}
Called when a player enters an answer during a Dialogue.
//@YEvent
/** @type {(triggerEntity: YEntity, position: YVector3) => void} */
function onDig(triggerEntity,position) {
// your code here
}
Called when the entity is destroyed.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, position: YVector3) => void} */
function onDig(triggerEntity,targetEntity,position) {
// your code here
}
Called when entity (tool) is used to dig. Used in Event Listener script.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onDismantle(triggerEntity) {
// your code here
}
Called when entity is being dismantled.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onDismantle(triggerEntity,targetEntity) {
// your code here
}
Called when entity is being dismantled.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onDismount(triggerEntity) {
// your code here
}
Called when a character dismounts an animal.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onDismount(triggerEntity,targetEntity) {
// your code here
}
Called when a character dismounts an animal.
//@YEvent
/** @type {(targetEntity: YEntity, damage: number, type: YDamageType) => void} */
function onDoDamage(targetEntity,damage,type) {
// your code here
}
Called whenever the entity deals damage.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onDodge(triggerEntity) {
// your code here
}
Called when character dodges.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onDrink(triggerEntity,targetEntity) {
// your code here
}
Called when target potion is being drunk by a player.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onDrink(triggerEntity) {
// your code here
}
Called when a player drinks a potion.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onDrop(triggerEntity,targetEntity) {
// your code here
}
Called when entity is dropped from inventory.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onDrop(triggerEntity) {
// your code here
}
Called when entity is dropped from inventory.
//@YEvent
/** @type {(droppedItems: YEntity[]) => void} */
function onDropLoot(droppedItems) {
// your code here
}
Called when entity drops loot.
//@YEvent
/** @type {(targetEntity: YEntity, droppedItems: YEntity[]) => void} */
function onDropLoot(targetEntity,droppedItems) {
// your code here
}
Called when entity drops loot.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onEat(triggerEntity) {
// your code here
}
Called when a player eats.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onEat(triggerEntity,targetEntity) {
// your code here
}
Called when a player eats.
//@YEvent
/** @type {(entity: YEntity) => void} */
function onEntityAdded(entity) {
// your code here
}
Called whenever an entity is added to the label.
//@YEvent
/** @type {(entityLabel: YEntityLabel, entity: YEntity) => void} */
function onEntityAddedToLabel(entityLabel,entity) {
// your code here
}
Called when an entity is added to an Entity label.
//@YEvent
/** @type {(targetEntity: YEntity) => void} */
function onEntityAwake(targetEntity) {
// your code here
}
Called any time a game object is loaded to world.
//@YEvent
/** @type {(targetEntity: YEntity) => void} */
function onEntityCreate(targetEntity) {
// your code here
}
Called when game object is spawned to world.
//@YEvent
/** @type {(targetEntity: YEntity) => void} */
function onEntityGameStart(targetEntity) {
// your code here
}
Called when game object is loaded to world for first time.
//@YEvent
/** @type {(entityLabel: YEntityLabel, oldCount: number, newCount: number) => void} */
function onEntityLabelCountChanged(entityLabel,oldCount,newCount) {
// your code here
}
Called when the entity count of the target Entity label changes.
//@YEvent
/** @type {(entity: YEntity) => void} */
function onEntityRemoved(entity) {
// your code here
}
Called whenever an entity is removed from the label.
//@YEvent
/** @type {(entityLabel: YEntityLabel, entity: YEntity) => void} */
function onEntityRemovedFromLabel(entityLabel,entity) {
// your code here
}
Called when an entity is removed from an Entity label.
//@YEvent
/** @type {(entity: YEntity) => void} */
function onEntitySpawn(entity) {
// your code here
}
Called when entity is spawned from Entity Template.
//@YEvent
/** @type {(entityTemplate: YEntityTemplate, entity: YEntity) => void} */
function onEntitySpawn(entityTemplate,entity) {
// your code here
}
Called when an entity is spawned from an Entity Template.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onEquip(triggerEntity,targetEntity) {
// your code here
}
Called when an entity is equipped by a player.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onEquip(triggerEntity) {
// your code here
}
Called when an entity is equipped by a player.
//@YEvent
/** @type {(targetEntity: YEntity, hittedEntities: YEntity[]) => void} */
function onExplode(targetEntity,hittedEntities) {
// your code here
}
Called in the moment when an entity explodes.
//@YEvent
/** @type {(hittedEntities: YEntity[]) => void} */
function onExplode(hittedEntities) {
// your code here
}
Called in the moment when an entity explodes.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onExtinguish(triggerEntity) {
// your code here
}
Called whenever a antity is extinquished.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onExtinguish(triggerEntity,targetEntity) {
// your code here
}
Called when a player extinguishes a lit entity, such as a torch or a candle.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, foodEntity: YEntity) => void} */
function onFeedAnimal(triggerEntity,targetEntity,foodEntity) {
// your code here
}
Called when an animal (tool) is fed by a player.
//@YEvent
/** @type {(triggerEntity: YEntity, foodEntity: YEntity) => void} */
function onFeedAnimal(triggerEntity,foodEntity) {
// your code here
}
Called when an animal (tool) is fed by a player.
//@YEvent
/** @type {(triggerEntity: YEntity, fuel: YEntity) => void} */
function onFeedFire(triggerEntity,fuel) {
// your code here
}
Called when fuel is put into a fire.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, fuel: YEntity) => void} */
function onFeedFire(triggerEntity,targetEntity,fuel) {
// your code here
}
Called when fuel is put into a fire by a player.
//@YEvent
/** @type {(triggerEntity: YEntity, fish: YEntity) => void} */
function onFish(triggerEntity,fish) {
// your code here
}
Called when a player uses a fishing rod to "fish".
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, fish: YEntity) => void} */
function onFish(triggerEntity,targetEntity,fish) {
// your code here
}
Called when a player uses a fishing rod to "fish".
//@YEvent
/** @type {(deltaTime: number) => void} */
function onFixedUpdate(deltaTime) {
// your code here
}
Called for each fixed update within the scene.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onFlightEnd(triggerEntity) {
// your code here
}
Called when a player ends flight.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onFlightStart(triggerEntity) {
// your code here
}
Called when a player begins flight.
//@YEvent
/** @type {(triggerEntity: YEntity, trappedEntity: YEntity) => void} */
function onFreeTrappedEntity(triggerEntity,trappedEntity) {
// your code here
}
Called when entity is freed from a trap by the player*. Used in entity script of the trap.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, trappedEntity: YEntity) => void} */
function onFreeTrappedEntity(triggerEntity,targetEntity,trappedEntity) {
// your code here
}
Called when entity is freed from a trap by the player*.
//@YEvent
/** @type {(triggerEntity: YEntity, Fuel: YEntity, amount: number) => void} */
function onFuel(triggerEntity,Fuel,amount) {
// your code here
}
Called when an engine (steam) is fueled by a player.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, fuel: YEntity, amount: number) => void} */
function onFuel(triggerEntity,targetEntity,fuel,amount) {
// your code here
}
Called when an engine (steam) is fueled by a player.
//@YEvent
/** @type {(gameLogic: YLogic) => void} */
function onGameLogicSpawn(gameLogic) {
// your code here
}
Called when the game logic is spawned to the world from template.
//@YEvent
/** @type {(logicTemplate: YLogicTemplate, gameLogic: YLogic) => void} */
function onGameLogicSpawn(logicTemplate,gameLogic) {
// your code here
}
Called when a Game Logic is spawned from a Game Logic Template.
//@YEvent
/** @type {() => void} */
function onGameStart() {
// your code here
}
Called when the game object is loaded to world for first time*.
//@YEvent
/** @type {(triggerEntity: YEntity, damage: number, type: YDamageType) => void} */
function onGetDamage(triggerEntity,damage,type) {
// your code here
}
Called on an entity getting damaged.
//@YEvent
/** @type {(targetEntity: YEntity) => void} */
function onGrow(targetEntity) {
// your code here
}
Called when a plant grows (thus changes it's model).
//@YEvent
/** @type {() => void} */
function onGrow() {
// your code here
}
Called when a plant grows (thus changes it's model).
//@YEvent
/** @type {(triggerEntity: YEntity, weapon: YEntity) => void} */
function onHeavyAttackChargeStart(triggerEntity,weapon) {
// your code here
}
Called when a player starts charging a melee weapons for a heavy attack.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onHeavyAttackChargeStart(triggerEntity) {
// your code here
}
Called when a player starts charging a melee weapons for a heavy attack.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onIgnite(triggerEntity) {
// your code here
}
Called whenever an explosive entity becomes ignited (explosion timer initiated).
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onIgnite(triggerEntity,targetEntity) {
// your code here
}
Called when an explosive entity becomes ignited (explosion timer initiated).
//@YEvent
/** @type {(player: YCharacter, input: YUiWidget, text: string) => void} */
function onInputEditEnded(player,input,text) {
// your code here
}
Called when the text in the input widget is changed.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onInteractWithWorkstation(triggerEntity) {
// your code here
}
Called whenever player interacts with a workstation.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onInteractWithWorkstation(triggerEntity,targetEntity) {
// your code here
}
Called when a player interacts with a workstation.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onItemAddedToInventory(triggerEntity) {
// your code here
}
Called when an item is added to the entity's inventory.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onItemAddedToInventory(triggerEntity,targetEntity) {
// your code here
}
Called when an item is added to a player's inventory.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onItemPlacingEnded(triggerEntity) {
// your code here
}
Called when an item is placed from the inventory.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onItemPlacingEnded(triggerEntity,targetEntity) {
// your code here
}
Called when an item is placed from the inventory.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onItemPlacingStarted(triggerEntity) {
// your code here
}
Called when an item starts to be placed from the inventory.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onItemPlacingStarted(triggerEntity,targetEntity) {
// your code here
}
Called when an item starts to be placed from the inventory.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onItemRemovedFromInventory(triggerEntity) {
// your code here
}
Called when an item is removed from the entity's inventory.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onItemRemovedFromInventory(triggerEntity,targetEntity) {
// your code here
}
Called when an item is removed from a player's inventory.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onJump(triggerEntity) {
// your code here
}
Called when a player jumps.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, damage: number, type: YDamageType) => void} */
function onKill(triggerEntity,targetEntity,damage,type) {
// your code here
}
Called when the entity is destroyed.
//@YEvent
/** @type {(triggerEntity: YEntity, damage: number, type: YDamageType) => void} */
function onKill(triggerEntity,damage,type) {
// your code here
}
Called when the entity is destroyed.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onLieDown(triggerEntity) {
// your code here
}
Called whenever a character lies down in a bed.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onLieDown(triggerEntity,targetEntity) {
// your code here
}
Called when a character lies down in a bed.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onLight(triggerEntity) {
// your code here
}
Called whenever an entity is lit.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onLight(triggerEntity,targetEntity) {
// your code here
}
Called when a player lights up an entity, such as a fireplace, torch or a candle.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity1: YEntity, targetEntity2: YEntity, port1: number, port2: number) => void} */
function onLink(triggerEntity,targetEntity1,targetEntity2,port1,port2) {
// your code here
}
Called when an energy entity is linked to the energy network.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity2: YEntity, port1: number, port2: number) => void} */
function onLink(triggerEntity,targetEntity2,port1,port2) {
// your code here
}
Called when an energy entity is linked to the energy network.
//@YEvent
/** @type {(triggerEntity: YEntity, key: YEntity) => void} */
function onLock(triggerEntity,key) {
// your code here
}
Called whenever an entity is locked.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, key: YEntity) => void} */
function onLock(triggerEntity,targetEntity,key) {
// your code here
}
Called when a player locks an entity with a key.
//@YEvent
/** @type {(triggerEntity: YEntity, padlock: YEntity, key: YEntity) => void} */
function onLockPadlock(triggerEntity,padlock,key) {
// your code here
}
Called when a player locks a padlock with a key.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, padlock: YEntity, key: YEntity) => void} */
function onLockPadlock(triggerEntity,targetEntity,padlock,key) {
// your code here
}
Called when a player locks a padlock with a key.
//@YEvent
/** @type {(logic: YLogic) => void} */
function onLogicAdded(logic) {
// your code here
}
Called when a game logic is attached to a Game Logic Label.
//@YEvent
/** @type {(logicLabel: YLogicLabel, logic: YLogic) => void} */
function onLogicAddedToLabel(logicLabel,logic) {
// your code here
}
Called when a Game Logic is added to a Game Logic label
//@YEvent
/** @type {(targetLogic: YLogic) => void} */
function onLogicAwake(targetLogic) {
// your code here
}
Called any time a game game logic is loaded to world.
//@YEvent
/** @type {(targetLogic: YLogic) => void} */
function onLogicCreate(targetLogic) {
// your code here
}
Called when game game logic is spawned to world.
//@YEvent
/** @type {(targetLogic: YLogic) => void} */
function onLogicGameStart(targetLogic) {
// your code here
}
Called when game game logic is loaded to world for first time.
//@YEvent
/** @type {(logicLabel: YLogicLabel, oldCount: number, newCount: number) => void} */
function onLogicLabelCountChanged(logicLabel,oldCount,newCount) {
// your code here
}
Called when the Game Logic count of the target Game Logic label changes.
//@YEvent
/** @type {(logic: YLogic) => void} */
function onLogicRemoved(logic) {
// your code here
}
Called when a game logic is removed from a Game Logic Label.
//@YEvent
/** @type {(logicLabel: YLogicLabel, logic: YLogic) => void} */
function onLogicRemovedFromLabel(logicLabel,logic) {
// your code here
}
Called when a Game Logic is removed from a Game Logic label.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onMount(triggerEntity) {
// your code here
}
Called whenever a character mounts an animal.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onMount(triggerEntity,targetEntity) {
// your code here
}
Called when a player mounts an animal.
//@YEvent
/** @type {() => void} */
function onMovementInstructionEnd() {
// your code here
}
Called at the end of a movement instruction.
//@YEvent
/** @type {(targetLogic: YLogic) => void} */
function onMovementInstructionEnd(targetLogic) {
// your code here
}
Called at the end of a movement instruction.
//@YEvent
/** @type {() => void} */
function onMovementInstructionEnd() {
// your code here
}
Called at the end of a movement instruction.
//@YEvent
/** @type {(targetEntity: YEntity) => void} */
function onMovementInstructionEnd(targetEntity) {
// your code here
}
Called at the end of a movement instruction.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onOpen(triggerEntity) {
// your code here
}
Called whenever target doors are opened.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onOpen(triggerEntity) {
// your code here
}
Called whenever a container is opened.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onOpen(triggerEntity) {
// your code here
}
Called whenever player opens a map.
//@YEvent
/** @type {(questioner: YEntity, player: YCharacter) => void} */
function onOpen(questioner,player) {
// your code here
}
Called when a dialogue window is opened.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onOpen(triggerEntity,targetEntity) {
// your code here
}
Called on player's interaction with an entity: Open.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onOpen(player) {
// your code here
}
Called when custom window is opened.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onOpenFail(triggerEntity,targetEntity) {
// your code here
}
Called when a player tries to open a locked entity and fails.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onOpenFail(triggerEntity) {
// your code here
}
Called when a player tries to open a locked entity and fails.
//@YEvent
/** @type {(targetEntity: YEntity) => void} */
function onOverheatEnded(targetEntity) {
// your code here
}
Called when an entity returns from the overheat status.
//@YEvent
/** @type {() => void} */
function onOverheatEnded() {
// your code here
}
Called when an entity returns from the overheat status.
//@YEvent
/** @type {() => void} */
function onOverheatStarted() {
// your code here
}
Called when an entity enters the overheat status.
//@YEvent
/** @type {(targetEntity: YEntity) => void} */
function onOverheatStarted(targetEntity) {
// your code here
}
Called when an entity enters the overheat status.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onPack(triggerEntity) {
// your code here
}
Called whenever an enity us packed.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onPack(triggerEntity,targetEntity) {
// your code here
}
Called when a player packs up an entity.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onPet(triggerEntity) {
// your code here
}
Called when player pets an animal.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onPet(triggerEntity,targetEntity) {
// your code here
}
Called when player pets an animal.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onPetClaimed(triggerEntity) {
// your code here
}
Called when a pet is claimed.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onPetReleased(triggerEntity) {
// your code here
}
Called when a pet is released from inventory.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onPickEnd(triggerEntity) {
// your code here
}
Called when an entity is being picked. Pick End is triggered when the entity appears in player's inventory.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onPickEnd(triggerEntity,targetEntity) {
// your code here
}
Called at the end of the process of picking an entity up by a player.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onPickStart(triggerEntity) {
// your code here
}
Called when a player picks up the target entity.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onPickStart(triggerEntity,targetEntity) {
// your code here
}
Called when a player picks up the target entity.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onPlace(triggerEntity) {
// your code here
}
Called when an item is placed from the inventory.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onPlace(triggerEntity,targetEntity) {
// your code here
}
Called when an item is placed from the inventory.
//@YEvent
/** @type {(triggerEntity: YEntity, plant: YEntity) => void} */
function onPlant(triggerEntity,plant) {
// your code here
}
Called when a seed is planted.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, plant: YEntity) => void} */
function onPlant(triggerEntity,targetEntity,plant) {
// your code here
}
Called when a seed is planted by a character.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onPlayerConnected(player) {
// your code here
}
Called when player connects to the server.
//@YEvent
/** @type {(gameLogic: YLogic, player: YCharacter) => void} */
function onPlayerConnected(gameLogic,player) {
// your code here
}
Called when a player connects to the session.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onPlayerConnected(player) {
// your code here
}
Called when a player connects to the session.
//@YEvent
/** @type {(character: YCharacter) => void} */
function onPlayerCreated(character) {
// your code here
}
Called when player is spawned to the world.
//@YEvent
/** @type {(spawnPoint: YLogic, character: YCharacter) => void} */
function onPlayerCreated(spawnPoint,character) {
// your code here
}
Called when a player is created.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onPlayerDeath(player) {
// your code here
}
Called on player death.
//@YEvent
/** @type {(gameLogic: YLogic, player: YCharacter) => void} */
function onPlayerDeath(gameLogic,player) {
// your code here
}
Called on player death.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onPlayerDeath(player) {
// your code here
}
Called on player death.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onPlayerDisconnected(player) {
// your code here
}
Called when player disconnects from the server.
//@YEvent
/** @type {(gameLogic: YLogic, player: YCharacter) => void} */
function onPlayerDisconnected(gameLogic,player) {
// your code here
}
Called when a player disconnects from the session.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onPlayerDisconnected(player) {
// your code here
}
Called when a player disconnects from the session.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onPlayerRespawn(player) {
// your code here
}
Called when player is respawned.
//@YEvent
/** @type {(character: YCharacter) => void} */
function onPlayerRespawn(character) {
// your code here
}
Called when player is respawned to the world.
//@YEvent
/** @type {(gameLogic: YLogic, player: YCharacter) => void} */
function onPlayerRespawn(gameLogic,player) {
// your code here
}
Called on player respawn.
//@YEvent
/** @type {(player: YCharacter, spawnPoint: void) => void} */
function onPlayerRespawn(player,spawnPoint) {
// your code here
}
Called on player respawn.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onPlayerSpawn(player) {
// your code here
}
Called when player is spawned to the world.
//@YEvent
/** @type {(character: YCharacter) => void} */
function onPlayerSpawn(character) {
// your code here
}
Called on player spawn.
//@YEvent
/** @type {(gameLogic: YLogic, player: YCharacter) => void} */
function onPlayerSpawn(gameLogic,player) {
// your code here
}
Called on player spawn.
//@YEvent
/** @type {(player: YCharacter, spawnPoint: YLogic) => void} */
function onPlayerSpawn(player,spawnPoint) {
// your code here
}
Called on player spawn.
//@YEvent
/** @type {() => void} */
function onPowerDown() {
// your code here
}
Called when entity (e.g. Charging Station) is powered down.
//@YEvent
/** @type {(targetEntity: YEntity) => void} */
function onPowerDown(targetEntity) {
// your code here
}
Called when entity (e.g. Charging Station) is powered down.
//@YEvent
/** @type {() => void} */
function onPowerUp() {
// your code here
}
Called when entity (e.g. Charging Station) is powered up.
//@YEvent
/** @type {(targetEntity: YEntity) => void} */
function onPowerUp(targetEntity) {
// your code here
}
Called when entity (e.g. Charging Station) is powered up.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onRead(triggerEntity,targetEntity) {
// your code here
}
Called when an entity is being read by a player.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onRead(triggerEntity) {
// your code here
}
Called when an entity is being read by the player.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onReadingEnded(triggerEntity,targetEntity) {
// your code here
}
Called after character stop reading.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onReadingEnded(triggerEntity) {
// your code here
}
Called after character stop reading.
//@YEvent
/** @type {(triggerEntity: YEntity, chargedEntities: YEntity[]) => void} */
function onRechargeEverythingInRange(triggerEntity,chargedEntities) {
// your code here
}
Called whenever recharge everything is initated.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, chargedEntities: YEntity[]) => void} */
function onRechargeEverythingInRange(triggerEntity,targetEntity,chargedEntities) {
// your code here
}
Called when a player recharges all energy entities in range.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onRefillAirtank(triggerEntity,targetEntity) {
// your code here
}
Called when an airtank is refilled by a player.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onRefillAirtank(triggerEntity) {
// your code here
}
Called when an airtank is refilled by a player.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onRefillOxygen(triggerEntity,targetEntity) {
// your code here
}
Called when player refills oxygen
//@YEvent
/** @type {(triggerEntity: void) => void} */
function onRefillOxygen(triggerEntity) {
// your code here
}
Called when an entity refills its oxygen
//@YEvent
/** @type {(triggerEntity: YEntity, loadedAmmo: number) => void} */
function onReload(triggerEntity,loadedAmmo) {
// your code here
}
Called when an item is being reloaded.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, loadedAmmo: number) => void} */
function onReload(triggerEntity,targetEntity,loadedAmmo) {
// your code here
}
Called when an item is being reloaded.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onRepairBoat(triggerEntity,targetEntity) {
// your code here
}
Called when player repairs a boat.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onRepairBoat(triggerEntity) {
// your code here
}
Called when a boat is repaired.
//@YEvent
/** @type {() => void} */
function onRotationInstructionEnd() {
// your code here
}
Called at the end of a rotation instruction.
//@YEvent
/** @type {(targetLogic: YLogic) => void} */
function onRotationInstructionEnd(targetLogic) {
// your code here
}
Called at the end of a rotation instruction.
//@YEvent
/** @type {() => void} */
function onRotationInstructionEnd() {
// your code here
}
Called at the end of a rotation instruction.
//@YEvent
/** @type {(targetEntity: YEntity) => void} */
function onRotationInstructionEnd(targetEntity) {
// your code here
}
Called at the end of a rotation instruction.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onSaw(triggerEntity) {
// your code here
}
Called when a tree is being sawed down.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onSaw(triggerEntity,targetEntity) {
// your code here
}
Called when a tree is being sawed down by a player.
//@YEvent
/** @type {() => void} */
function onScriptPlay() {
// your code here
}
Called when Live Script play button is clicked.
//@YEvent
/** @type {() => void} */
function onScriptStop() {
// your code here
}
Called when Live Script stop button is clicked.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onSit(triggerEntity) {
// your code here
}
Called whenever a character sits down in a chair or a seat.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onSit(triggerEntity,targetEntity) {
// your code here
}
Called when a character sits down in a chair or a seat.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onSkillInterrupted(player) {
// your code here
}
Called when the currently casted skill of the player is interrupted.
//@YEvent
/** @type {(skill: YSkill, player: YCharacter) => void} */
function onSkillInterrupted(skill,player) {
// your code here
}
Called when the currently casted skill of the player is interrupted.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onSleep(triggerEntity) {
// your code here
}
Called when a player goes to sleep in a bed*.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onStandUp(triggerEntity) {
// your code here
}
Called when a character stands up from a chair* or a seat.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onStandUp(triggerEntity) {
// your code here
}
Called when a character stands up from a bed.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onSwinEnd(triggerEntity) {
// your code here
}
Called when character stops swimming.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onSwinStart(triggerEntity) {
// your code here
}
Called when character starts swimming.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onSwitchOff(triggerEntity) {
// your code here
}
Called whenever a switch is turned off,
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onSwitchOff(triggerEntity,targetEntity) {
// your code here
}
Called whenever a switch is turned off by a player.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onSwitchOn(triggerEntity) {
// your code here
}
Called whenever a switch is turned on,
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onSwitchOn(triggerEntity,targetEntity) {
// your code here
}
Called whenever a switch is turned on by a player.
//@YEvent
/** @type {(timeTrigger: YTimeTrigger) => void} */
function onTimeTrigger(timeTrigger) {
// your code here
}
Called whenever the set time trigger interval fires.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onTrade(triggerEntity) {
// your code here
}
Called whenever trade is initated by a player.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onTrade(triggerEntity,targetEntity) {
// your code here
}
Called whenever a player inititates a trade.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onTransactionAccepted(player) {
// your code here
}
Called in the case that player accepts the transaction.
//@YEvent
/** @type {(player: YCharacter) => void} */
function onTransactionDeclined(player) {
// your code here
}
Called in the case that player declines the transaction.
//@YEvent
/** @type {(triggerEntity: YEntity, amount: number) => void} */
function onTreatWounds(triggerEntity,amount) {
// your code here
}
Called when a player uses a bandage to treat wounds.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, amount: number) => void} */
function onTreatWounds(triggerEntity,targetEntity,amount) {
// your code here
}
Called when a player uses a bandage to treat wounds.
//@YEvent
/** @type {() => void} */
function onTrigger() {
// your code here
}
Called whenever a Time Trigger completes a cycle.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onTrigger(triggerEntity,targetEntity) {
// your code here
}
Called whenever Event Listener is triggered.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onTriggerEnter(triggerEntity) {
// your code here
}
Called whenever an entity enter the Trigger Zone.
//@YEvent
/** @type {(triggerLogic: YTriggerZone, triggerEntity: YEntity) => void} */
function onTriggerEnter(triggerLogic,triggerEntity) {
// your code here
}
Called whenever an entity enters the Trigger Zone.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onTriggerExit(triggerEntity) {
// your code here
}
Called whenever an entity exit the Trigger Zone.
//@YEvent
/** @type {(triggerLogic: YTriggerZone, triggerEntity: YEntity) => void} */
function onTriggerExit(triggerLogic,triggerEntity) {
// your code here
}
Called whenever an entity leaves the Trigger Zone.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onUnequip(triggerEntity,targetEntity) {
// your code here
}
Called when an entity is unequipped by a player.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onUnequip(triggerEntity) {
// your code here
}
Called when an entity is unequipped by a player.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity1: YEntity, targetEntity2: YEntity, port1: number, port2: number) => void} */
function onUnlink(triggerEntity,targetEntity1,targetEntity2,port1,port2) {
// your code here
}
Called when an energy entity is unlinked from the energy network.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity2: YEntity, port1: number, port2: number) => void} */
function onUnlink(triggerEntity,targetEntity2,port1,port2) {
// your code here
}
Called when an energy entity is unlinked from the energy network.
//@YEvent
/** @type {(triggerEntity: YEntity, key: YEntity) => void} */
function onUnlock(triggerEntity,key) {
// your code here
}
Called whenever an entity is unlocked.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, key: YEntity) => void} */
function onUnlock(triggerEntity,targetEntity,key) {
// your code here
}
Called when a player unlocks an entity with a key.
//@YEvent
/** @type {(triggerEntity: YEntity, padlock: YEntity, key: YEntity) => void} */
function onUnlockPadlock(triggerEntity,padlock,key) {
// your code here
}
Called when a player unlocks a padlock with a key.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity, padlock: YEntity, key: YEntity) => void} */
function onUnlockPadlock(triggerEntity,targetEntity,padlock,key) {
// your code here
}
Called when a player unlocks a padlock with a key.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onUnpack(triggerEntity) {
// your code here
}
Called whenever an enity us unpacked.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onUnpack(triggerEntity,targetEntity) {
// your code here
}
Called when a player unpacks an entity.
//@YEvent
/** @type {(deltaTime: number) => void} */
function onUpdate(deltaTime) {
// your code here
}
Called each time a frame updates.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onWakeUp(triggerEntity) {
// your code here
}
Called when a player wakes up in a bed*.
//@YEvent
/** @type {(triggerEntity: YEntity, damage: number, type: YDamageType) => void} */
function onWasKilled(triggerEntity,damage,type) {
// your code here
}
Called on entity being destroyed.
//@YEvent
/** @type {(gameLogic: YLogic, questioner: YEntity, player: YCharacter) => void} */
function onWindowClosed(gameLogic,questioner,player) {
// your code here
}
Called when custom window is closed.
//@YEvent
/** @type {(gameLogic: YLogic, questioner: YEntity, player: YCharacter) => void} */
function onWindowOpen(gameLogic,questioner,player) {
// your code here
}
Called when custom window is opened.
//@YEvent
/** @type {(triggerEntity: YEntity) => void} */
function onWrite(triggerEntity) {
// your code here
}
Called whenever player writes on an entity.
//@YEvent
/** @type {(triggerEntity: YEntity, targetEntity: YEntity) => void} */
function onWrite(triggerEntity,targetEntity) {
// your code here
}
Called when player writes on a sign.
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Called whenever a trap is activated.