| scardoc;Event System |
| Functions |
| Event_CreateAND( Function callback, Table data, Table events, Real delay ) | |
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创建一个回调事件,当所有指定事件都被触发时触发。【功能:创建AND逻辑事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (2556) | |
| Event_Death( Function callback, EGroupID group, ALL_UNITS/ANY_MEMBER/ANY_SQUAD selection, Boolean repeat, Boolean requireAllEntitiesDead, Table data ) | |
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当特定对象死亡时,使用数据调用给定的回调函数。【功能:对象死亡事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (2348) | |
| Event_EncounterCanSeePlayerSquads( Function callback, Table data, SGroupID encounter, PlayerID player, Real delay ) | |
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当遭遇战中的任意小队能看到玩家拥有的任意小队时,使用数据调用给定的回调函数。【功能:遭遇战视野检测事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (839) | |
| Event_EnterProximity( Function callback, Table data, ConstTargetHandle target, Boolean arequireAll, Marker location, REAL range, Boolean repeat, Boolean triggerOnEnter ) | |
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当目标进入范围时,使用数据调用给定的回调函数。【功能:进入范围事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (1517) | |
| Event_ExitProximity( Function callback, Table data, ConstTargetHandle target, Boolean arequireAll, Marker location, REAL range, Boolean repeat, Boolean triggerOnEnter ) | |
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当目标离开范围时,使用数据调用给定的回调函数。【功能:离开范围事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (1535) | |
| Event_GroupCount( Function callback, Table data, EGroupID / SGroup group, Integer amount (value to be compared against), Boolean repeat ) | |
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当对象数量匹配请求条件时,使用数据调用给定的回调函数。【功能:对象数量检测事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (1876) | |
| Event_GroupIsDeadOrRetreating( Function callback, Table data, EGroupID / SGroup group, Real delay ) | |
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当组死亡(为空)时,使用数据调用给定的回调函数。【功能:组死亡或撤退事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (2472) | |
| Event_GroupLeftAlive( Function callback, Table data, EGroupID / SGroup group, Integer amount, Real delay ) | |
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当组中剩余实体数量降至指定数量以下时,使用数据调用给定的回调函数。【功能:组存活数量事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (1039) | |
| Event_IsEngaged( Function callback, Table data, Real attackTime, Real delay ) | |
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当组正在攻击或在最近attackTime秒内受到攻击时,使用数据调用给定的回调函数。【功能:交战状态事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (713) | |
| Event_IsOutOfCombat( Function callback, Table data, EGroupID / SGroup group, Real attackTime, Real delay ) | |
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当组在最近attackTime秒内未参与战斗时,使用数据调用给定的回调函数。【功能:脱离战斗事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (926) | |
| Event_IsSelected( Function callback, Table data ) | |
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当目标元素被选中时的回调。【功能:选中事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (118) | |
| Event_IsUnderAttack( Function callback, Table data, SGroupID = SGroup, EGroupID = EGroup, Real attackTime, PlayerID player, Real delay ) | |
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当sgroup或egroup在最近attackTime秒内受到攻击时,使用数据调用给定的回调函数。【功能:受攻击事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (484) | |
| Event_PlayerCanSeeElement( Function callback, Table data, PlayerID team, SGroupID element ) | |
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当指定玩家能看到该元素时,使用数据调用给定的回调函数。【功能:玩家视野事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (304) | |
| Event_Proximity( Function callback, Table data, ConstTargetHandle target, Marker location, REAL range, Real delay ) | |
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当目标进入位置时,使用数据调用给定的回调函数。【功能:接近位置事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (215) | |
| Event_SGroupCountMember( Function callback, Table data, SGroupID group, Integer amount (value to be compared against), Boolean repeat ) | |
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当小队中剩余成员数量匹配请求条件时,使用数据调用给定的回调函数。【功能:小队成员数量事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (1702) | |
| Event_WhileInProximity( Function callback, Table data, ConstTargetHandle target, Boolean arequireAll, Marker location, REAL range, Boolean repeat, Boolean triggerOnEnter ) | |
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当目标保持在范围内时,使用数据调用给定的回调函数(每隔interval秒调用一次)。【功能:持续范围内事件】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameConditionalRules.cpp] (1553) | |