Method Global:RegisterGameObjectEvent [-] [+]
Registers a GameObject event handler.
enum GameObjectEvents
{
GAMEOBJECT_EVENT_ON_AIUPDATE = 1, // (event, go, diff)
GAMEOBJECT_EVENT_ON_SPAWN = 2, // (event, go)
GAMEOBJECT_EVENT_ON_DUMMY_EFFECT = 3, // (event, caster, spellid, effindex, go) - Can return true
GAMEOBJECT_EVENT_ON_QUEST_ACCEPT = 4, // (event, player, go, quest) - Can return true
GAMEOBJECT_EVENT_ON_QUEST_REWARD = 5, // (event, player, go, quest, opt) - Can return true
GAMEOBJECT_EVENT_ON_DIALOG_STATUS = 6, // (event, player, go)
GAMEOBJECT_EVENT_ON_DESTROYED = 7, // (event, go, player)
GAMEOBJECT_EVENT_ON_DAMAGED = 8, // (event, go, player)
GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE = 9, // (event, go, state)
GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED = 10, // (event, go, state)
// UNUSED = 11, // (event, gameobject)
GAMEOBJECT_EVENT_ON_ADD = 12, // (event, gameobject)
GAMEOBJECT_EVENT_ON_REMOVE = 13, // (event, gameobject)
GAMEOBJECT_EVENT_ON_USE = 14, // (event, go, player)
GAMEOBJECT_EVENT_COUNT
};
Synopsis
cancel = RegisterGameObjectEvent( entry, event, function )
cancel = RegisterGameObjectEvent( entry, event, function, shots )
Arguments
number entryGameObject entry Id.
Valid numbers: integers from 0 to 4,294,967,295.
number eventGameObject event Id, refer to GameObjectEvents above.
Valid numbers: integers from 0 to 4,294,967,295.
function functionFunction to register.
number shots (0)The number of times the function will be called, 0 means "always call this function".
Valid numbers: integers from 0 to 4,294,967,295.
Returns
function cancelA function that cancels the binding when called.