Added initial draft of event comments

This commit is contained in:
Xackery Xtal 2023-01-12 09:56:21 -08:00
parent db7ab7a3ef
commit f9b45fc023

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@ -183,107 +183,107 @@ LuaParser::LuaParser() {
#endif
}
NPCArgumentDispatch[EVENT_SAY] = handle_npc_event_say;
NPCArgumentDispatch[EVENT_AGGRO_SAY] = handle_npc_event_say;
NPCArgumentDispatch[EVENT_PROXIMITY_SAY] = handle_npc_event_say;
NPCArgumentDispatch[EVENT_TRADE] = handle_npc_event_trade;
NPCArgumentDispatch[EVENT_HP] = handle_npc_event_hp;
NPCArgumentDispatch[EVENT_TARGET_CHANGE] = handle_npc_single_mob;
NPCArgumentDispatch[EVENT_CAST_ON] = handle_npc_cast;
NPCArgumentDispatch[EVENT_KILLED_MERIT] = handle_npc_single_client;
NPCArgumentDispatch[EVENT_SLAY] = handle_npc_single_mob;
NPCArgumentDispatch[EVENT_ENTER] = handle_npc_single_client;
NPCArgumentDispatch[EVENT_EXIT] = handle_npc_single_client;
NPCArgumentDispatch[EVENT_TASK_ACCEPTED] = handle_npc_task_accepted;
NPCArgumentDispatch[EVENT_POPUP_RESPONSE] = handle_npc_popup;
NPCArgumentDispatch[EVENT_WAYPOINT_ARRIVE] = handle_npc_waypoint;
NPCArgumentDispatch[EVENT_WAYPOINT_DEPART] = handle_npc_waypoint;
NPCArgumentDispatch[EVENT_HATE_LIST] = handle_npc_hate;
NPCArgumentDispatch[EVENT_COMBAT] = handle_npc_hate;
NPCArgumentDispatch[EVENT_SIGNAL] = handle_npc_signal;
NPCArgumentDispatch[EVENT_TIMER] = handle_npc_timer;
NPCArgumentDispatch[EVENT_DEATH] = handle_npc_death;
NPCArgumentDispatch[EVENT_DEATH_COMPLETE] = handle_npc_death;
NPCArgumentDispatch[EVENT_DEATH_ZONE] = handle_npc_death;
NPCArgumentDispatch[EVENT_CAST] = handle_npc_cast;
NPCArgumentDispatch[EVENT_CAST_BEGIN] = handle_npc_cast;
NPCArgumentDispatch[EVENT_FEIGN_DEATH] = handle_npc_single_client;
NPCArgumentDispatch[EVENT_ENTER_AREA] = handle_npc_area;
NPCArgumentDispatch[EVENT_LEAVE_AREA] = handle_npc_area;
NPCArgumentDispatch[EVENT_LOOT_ZONE] = handle_npc_loot_zone;
NPCArgumentDispatch[EVENT_SPAWN_ZONE] = handle_npc_spawn_zone;
NPCArgumentDispatch[EVENT_PAYLOAD] = handle_npc_payload;
NPCArgumentDispatch[EVENT_DESPAWN_ZONE] = handle_npc_despawn_zone;
NPCArgumentDispatch[EVENT_SAY] = handle_npc_event_say; //triggers when a client says something to an NPC
NPCArgumentDispatch[EVENT_AGGRO_SAY] = handle_npc_event_say; //triggers when a client aggros an NPC
NPCArgumentDispatch[EVENT_PROXIMITY_SAY] = handle_npc_event_say; //triggers when a client says something within eq.set_proximity()
NPCArgumentDispatch[EVENT_TRADE] = handle_npc_event_trade; //triggers when a client finishes a trade with an NPC
NPCArgumentDispatch[EVENT_HP] = handle_npc_event_hp; //triggers when an NPC HP hits a threshold set via eq.set_next_hp_event()
NPCArgumentDispatch[EVENT_TARGET_CHANGE] = handle_npc_single_mob; //triggers when an NPC changes as their top hate target
NPCArgumentDispatch[EVENT_CAST_ON] = handle_npc_cast; //triggers when an NPC is casted on
NPCArgumentDispatch[EVENT_KILLED_MERIT] = handle_npc_single_client; //triggers when a client kills an NPC
NPCArgumentDispatch[EVENT_SLAY] = handle_npc_single_mob; //triggers when a mob kills an NPC
NPCArgumentDispatch[EVENT_ENTER] = handle_npc_single_client; //triggers when a client enters a proximity set via eq.set_proximity()
NPCArgumentDispatch[EVENT_EXIT] = handle_npc_single_client; //triggers when a client exits a proximity set via eq.set_proximity()
NPCArgumentDispatch[EVENT_TASK_ACCEPTED] = handle_npc_task_accepted; //triggers when a client accepts an NPC task
NPCArgumentDispatch[EVENT_POPUP_RESPONSE] = handle_npc_popup; //triggers when a client responds to an NPC popup
NPCArgumentDispatch[EVENT_WAYPOINT_ARRIVE] = handle_npc_waypoint; //triggers when an npc arrives at a waypoint
NPCArgumentDispatch[EVENT_WAYPOINT_DEPART] = handle_npc_waypoint; //triggers when an npc leaves a waypoint
NPCArgumentDispatch[EVENT_HATE_LIST] = handle_npc_hate; //triggers when a mob is added or removed from an NPC hate list
NPCArgumentDispatch[EVENT_COMBAT] = handle_npc_hate; //triggers when an NPC enters or leave combat
NPCArgumentDispatch[EVENT_SIGNAL] = handle_npc_signal; //triggers when another script uses eq.signal() targetting this NPC
NPCArgumentDispatch[EVENT_TIMER] = handle_npc_timer; //triggers when a timer set by eq.set_timer() interval is reached
NPCArgumentDispatch[EVENT_DEATH] = handle_npc_death; //triggers when an NPC dies
NPCArgumentDispatch[EVENT_DEATH_COMPLETE] = handle_npc_death; //triggers when an NPC completes dying
NPCArgumentDispatch[EVENT_DEATH_ZONE] = handle_npc_death; //triggers when a death event occurs, used on zone controller
NPCArgumentDispatch[EVENT_CAST] = handle_npc_cast; //triggers when an NPC casts a spell
NPCArgumentDispatch[EVENT_CAST_BEGIN] = handle_npc_cast; //triggers when a NPC begins to cast a spell
NPCArgumentDispatch[EVENT_FEIGN_DEATH] = handle_npc_single_client; //triggers when a client uses feign death while on the hate list of NPC
NPCArgumentDispatch[EVENT_ENTER_AREA] = handle_npc_area; //triggers when an npc enters an area
NPCArgumentDispatch[EVENT_LEAVE_AREA] = handle_npc_area; //triggers when an npc leaves an area
NPCArgumentDispatch[EVENT_LOOT_ZONE] = handle_npc_loot_zone; //triggers when an npc is looted, used on zone controller
NPCArgumentDispatch[EVENT_SPAWN_ZONE] = handle_npc_spawn_zone; //triggers when an npc spawns, used on zone controller
NPCArgumentDispatch[EVENT_PAYLOAD] = handle_npc_payload; //triggers when a payload is received, (a specialized signal with data)
NPCArgumentDispatch[EVENT_DESPAWN_ZONE] = handle_npc_despawn_zone; //triggers when an npc despawns, used on zone controller
PlayerArgumentDispatch[EVENT_SAY] = handle_player_say;
PlayerArgumentDispatch[EVENT_ENVIRONMENTAL_DAMAGE] = handle_player_environmental_damage;
PlayerArgumentDispatch[EVENT_DEATH] = handle_player_death;
PlayerArgumentDispatch[EVENT_DEATH_COMPLETE] = handle_player_death;
PlayerArgumentDispatch[EVENT_TIMER] = handle_player_timer;
PlayerArgumentDispatch[EVENT_DISCOVER_ITEM] = handle_player_discover_item;
PlayerArgumentDispatch[EVENT_FISH_SUCCESS] = handle_player_fish_forage_success;
PlayerArgumentDispatch[EVENT_FORAGE_SUCCESS] = handle_player_fish_forage_success;
PlayerArgumentDispatch[EVENT_CLICK_OBJECT] = handle_player_click_object;
PlayerArgumentDispatch[EVENT_CLICK_DOOR] = handle_player_click_door;
PlayerArgumentDispatch[EVENT_SIGNAL] = handle_player_signal;
PlayerArgumentDispatch[EVENT_POPUP_RESPONSE] = handle_player_popup_response;
PlayerArgumentDispatch[EVENT_PLAYER_PICKUP] = handle_player_pick_up;
PlayerArgumentDispatch[EVENT_CAST] = handle_player_cast;
PlayerArgumentDispatch[EVENT_CAST_BEGIN] = handle_player_cast;
PlayerArgumentDispatch[EVENT_CAST_ON] = handle_player_cast;
PlayerArgumentDispatch[EVENT_TASK_FAIL] = handle_player_task_fail;
PlayerArgumentDispatch[EVENT_ZONE] = handle_player_zone;
PlayerArgumentDispatch[EVENT_DUEL_WIN] = handle_player_duel_win;
PlayerArgumentDispatch[EVENT_DUEL_LOSE] = handle_player_duel_loss;
PlayerArgumentDispatch[EVENT_LOOT] = handle_player_loot;
PlayerArgumentDispatch[EVENT_TASK_STAGE_COMPLETE] = handle_player_task_stage_complete;
PlayerArgumentDispatch[EVENT_TASK_COMPLETE] = handle_player_task_update;
PlayerArgumentDispatch[EVENT_TASK_UPDATE] = handle_player_task_update;
PlayerArgumentDispatch[EVENT_TASK_BEFORE_UPDATE] = handle_player_task_update;
PlayerArgumentDispatch[EVENT_COMMAND] = handle_player_command;
PlayerArgumentDispatch[EVENT_COMBINE_SUCCESS] = handle_player_combine;
PlayerArgumentDispatch[EVENT_COMBINE_FAILURE] = handle_player_combine;
PlayerArgumentDispatch[EVENT_FEIGN_DEATH] = handle_player_feign;
PlayerArgumentDispatch[EVENT_ENTER_AREA] = handle_player_area;
PlayerArgumentDispatch[EVENT_LEAVE_AREA] = handle_player_area;
PlayerArgumentDispatch[EVENT_RESPAWN] = handle_player_respawn;
PlayerArgumentDispatch[EVENT_UNHANDLED_OPCODE] = handle_player_packet;
PlayerArgumentDispatch[EVENT_USE_SKILL] = handle_player_use_skill;
PlayerArgumentDispatch[EVENT_TEST_BUFF] = handle_test_buff;
PlayerArgumentDispatch[EVENT_COMBINE_VALIDATE] = handle_player_combine_validate;
PlayerArgumentDispatch[EVENT_BOT_COMMAND] = handle_player_bot_command;
PlayerArgumentDispatch[EVENT_WARP] = handle_player_warp;
PlayerArgumentDispatch[EVENT_COMBINE] = handle_player_quest_combine;
PlayerArgumentDispatch[EVENT_CONSIDER] = handle_player_consider;
PlayerArgumentDispatch[EVENT_CONSIDER_CORPSE] = handle_player_consider_corpse;
PlayerArgumentDispatch[EVENT_EQUIP_ITEM_CLIENT] = handle_player_equip_item;
PlayerArgumentDispatch[EVENT_UNEQUIP_ITEM_CLIENT] = handle_player_equip_item;
PlayerArgumentDispatch[EVENT_SKILL_UP] = handle_player_skill_up;
PlayerArgumentDispatch[EVENT_LANGUAGE_SKILL_UP] = handle_player_skill_up;
PlayerArgumentDispatch[EVENT_ALT_CURRENCY_MERCHANT_BUY] = handle_player_alt_currency_merchant;
PlayerArgumentDispatch[EVENT_ALT_CURRENCY_MERCHANT_SELL] = handle_player_alt_currency_merchant;
PlayerArgumentDispatch[EVENT_MERCHANT_BUY] = handle_player_merchant;
PlayerArgumentDispatch[EVENT_MERCHANT_SELL] = handle_player_merchant;
PlayerArgumentDispatch[EVENT_INSPECT] = handle_player_inspect;
PlayerArgumentDispatch[EVENT_AA_BUY] = handle_player_aa_buy;
PlayerArgumentDispatch[EVENT_AA_GAIN] = handle_player_aa_gain;
PlayerArgumentDispatch[EVENT_PAYLOAD] = handle_player_payload;
PlayerArgumentDispatch[EVENT_LEVEL_UP] = handle_player_level_up;
PlayerArgumentDispatch[EVENT_LEVEL_DOWN] = handle_player_level_down;
PlayerArgumentDispatch[EVENT_GM_COMMAND] = handle_player_gm_command;
PlayerArgumentDispatch[EVENT_BOT_CREATE] = handle_player_bot_create;
PlayerArgumentDispatch[EVENT_SAY] = handle_player_say; //triggers when a client says a message
PlayerArgumentDispatch[EVENT_ENVIRONMENTAL_DAMAGE] = handle_player_environmental_damage; //triggers when a client takes environmental damage
PlayerArgumentDispatch[EVENT_DEATH] = handle_player_death; //triggers when a client dies
PlayerArgumentDispatch[EVENT_DEATH_COMPLETE] = handle_player_death; // triggers when a client finishes dying
PlayerArgumentDispatch[EVENT_TIMER] = handle_player_timer; //triggers when a player timer set by eq_set_timer() hits an intervanl
PlayerArgumentDispatch[EVENT_DISCOVER_ITEM] = handle_player_discover_item; //triggers when a new item is discovered by a client
PlayerArgumentDispatch[EVENT_FISH_SUCCESS] = handle_player_fish_forage_success; //triggers when a client fishing attempt is successful
PlayerArgumentDispatch[EVENT_FORAGE_SUCCESS] = handle_player_fish_forage_success; //triggers when a client forage attempt is successful
PlayerArgumentDispatch[EVENT_CLICK_OBJECT] = handle_player_click_object; //triggers when a client clicks an object in a zone
PlayerArgumentDispatch[EVENT_CLICK_DOOR] = handle_player_click_door; //triggers when a client clicks a door in a zone
PlayerArgumentDispatch[EVENT_SIGNAL] = handle_player_signal; //triggers when a client receives a signal via eq.signal()
PlayerArgumentDispatch[EVENT_POPUP_RESPONSE] = handle_player_popup_response; //triggers when a client responds to a popup
PlayerArgumentDispatch[EVENT_PLAYER_PICKUP] = handle_player_pick_up; //triggers when a client picks up a ground object
PlayerArgumentDispatch[EVENT_CAST] = handle_player_cast; //triggers when a client casts a spell
PlayerArgumentDispatch[EVENT_CAST_BEGIN] = handle_player_cast; //triggers when a client starts to cast a spell
PlayerArgumentDispatch[EVENT_CAST_ON] = handle_player_cast; //triggers when a client is casted on
PlayerArgumentDispatch[EVENT_TASK_FAIL] = handle_player_task_fail; //triggers when a client fails a task
PlayerArgumentDispatch[EVENT_ZONE] = handle_player_zone; //triggers when a client first enters a zones
PlayerArgumentDispatch[EVENT_DUEL_WIN] = handle_player_duel_win; //triggers when a client wins a duel
PlayerArgumentDispatch[EVENT_DUEL_LOSE] = handle_player_duel_loss; //triggers when a client loses a duel
PlayerArgumentDispatch[EVENT_LOOT] = handle_player_loot; //triggers when a client is attempting to loot
PlayerArgumentDispatch[EVENT_TASK_STAGE_COMPLETE] = handle_player_task_stage_complete; //triggers when a client finishes a task stage
PlayerArgumentDispatch[EVENT_TASK_COMPLETE] = handle_player_task_update; //triggers when a client completes a task
PlayerArgumentDispatch[EVENT_TASK_UPDATE] = handle_player_task_update; //triggers when a client gets a task update
PlayerArgumentDispatch[EVENT_TASK_BEFORE_UPDATE] = handle_player_task_update; //triggers when a client is about to get a task update
PlayerArgumentDispatch[EVENT_COMMAND] = handle_player_command; //triggers when a client executes a #command
PlayerArgumentDispatch[EVENT_COMBINE_SUCCESS] = handle_player_combine; //triggers when a client finishes a tradeskill combine successfully
PlayerArgumentDispatch[EVENT_COMBINE_FAILURE] = handle_player_combine; //triggers when a client fails a tradeskill combine
PlayerArgumentDispatch[EVENT_FEIGN_DEATH] = handle_player_feign; //triggers when a client uses feign death
PlayerArgumentDispatch[EVENT_ENTER_AREA] = handle_player_area; //triggers when a client enters an area
PlayerArgumentDispatch[EVENT_LEAVE_AREA] = handle_player_area; //triggers when a client leaves an area
PlayerArgumentDispatch[EVENT_RESPAWN] = handle_player_respawn; //triggers when a client respawns
PlayerArgumentDispatch[EVENT_UNHANDLED_OPCODE] = handle_player_packet; //triggers when a client sends a packet with an unhandled opcode to the server
PlayerArgumentDispatch[EVENT_USE_SKILL] = handle_player_use_skill; //triggers when a client uses a skill
PlayerArgumentDispatch[EVENT_TEST_BUFF] = handle_test_buff; //triggers when the test buff command is executed
PlayerArgumentDispatch[EVENT_COMBINE_VALIDATE] = handle_player_combine_validate; //triggers when a client tradeskill combine is being validated
PlayerArgumentDispatch[EVENT_BOT_COMMAND] = handle_player_bot_command; //triggers when a client executes a bot command, e.g. ^help
PlayerArgumentDispatch[EVENT_WARP] = handle_player_warp; //triggers when a client is detected as warping
PlayerArgumentDispatch[EVENT_COMBINE] = handle_player_quest_combine; //triggers when a client completes a tradeskill combine
PlayerArgumentDispatch[EVENT_CONSIDER] = handle_player_consider; //triggers when a client considers a mob
PlayerArgumentDispatch[EVENT_CONSIDER_CORPSE] = handle_player_consider_corpse; //triggers when a client considers a corpse
PlayerArgumentDispatch[EVENT_EQUIP_ITEM_CLIENT] = handle_player_equip_item; //triggers when a client equips an item
PlayerArgumentDispatch[EVENT_UNEQUIP_ITEM_CLIENT] = handle_player_equip_item; //triggers when a client unequips an item
PlayerArgumentDispatch[EVENT_SKILL_UP] = handle_player_skill_up; //triggers when a client gets a skill up
PlayerArgumentDispatch[EVENT_LANGUAGE_SKILL_UP] = handle_player_skill_up; //triggers when a client gets a language skill up
PlayerArgumentDispatch[EVENT_ALT_CURRENCY_MERCHANT_BUY] = handle_player_alt_currency_merchant; //triggers when a client purchases an alt currency item
PlayerArgumentDispatch[EVENT_ALT_CURRENCY_MERCHANT_SELL] = handle_player_alt_currency_merchant; //triggers when a client sells an alt currency item
PlayerArgumentDispatch[EVENT_MERCHANT_BUY] = handle_player_merchant; //triggers when a client purchases an item to a merchant
PlayerArgumentDispatch[EVENT_MERCHANT_SELL] = handle_player_merchant; //triggers when a client sells an item to a merchant
PlayerArgumentDispatch[EVENT_INSPECT] = handle_player_inspect; //triggers when a client inspects another client
PlayerArgumentDispatch[EVENT_AA_BUY] = handle_player_aa_buy; //triggers when a client buys an AA
PlayerArgumentDispatch[EVENT_AA_GAIN] = handle_player_aa_gain; //triggers when a client gains an AA
PlayerArgumentDispatch[EVENT_PAYLOAD] = handle_player_payload; //triggers when a client receives a payload
PlayerArgumentDispatch[EVENT_LEVEL_UP] = handle_player_level_up; //triggers when a client levels up
PlayerArgumentDispatch[EVENT_LEVEL_DOWN] = handle_player_level_down; //triggers when a client levels down
PlayerArgumentDispatch[EVENT_GM_COMMAND] = handle_player_gm_command; //triggers when a client uses a GM command
PlayerArgumentDispatch[EVENT_BOT_CREATE] = handle_player_bot_create; //triggers when a client uses a bot create command
ItemArgumentDispatch[EVENT_ITEM_CLICK] = handle_item_click;
ItemArgumentDispatch[EVENT_ITEM_CLICK_CAST] = handle_item_click;
ItemArgumentDispatch[EVENT_TIMER] = handle_item_timer;
ItemArgumentDispatch[EVENT_WEAPON_PROC] = handle_item_proc;
ItemArgumentDispatch[EVENT_LOOT] = handle_item_loot;
ItemArgumentDispatch[EVENT_EQUIP_ITEM] = handle_item_equip;
ItemArgumentDispatch[EVENT_UNEQUIP_ITEM] = handle_item_equip;
ItemArgumentDispatch[EVENT_AUGMENT_ITEM] = handle_item_augment;
ItemArgumentDispatch[EVENT_UNAUGMENT_ITEM] = handle_item_augment;
ItemArgumentDispatch[EVENT_AUGMENT_INSERT] = handle_item_augment_insert;
ItemArgumentDispatch[EVENT_AUGMENT_REMOVE] = handle_item_augment_remove;
ItemArgumentDispatch[EVENT_ITEM_CLICK] = handle_item_click; //triggers when an item is clicked
ItemArgumentDispatch[EVENT_ITEM_CLICK_CAST] = handle_item_click; //triggers when an item is clicked when it has a casting component
ItemArgumentDispatch[EVENT_TIMER] = handle_item_timer; //triggers when an item timer interval is reached set via eq.set_timer
ItemArgumentDispatch[EVENT_WEAPON_PROC] = handle_item_proc; //triggers when an item proc effect occurs
ItemArgumentDispatch[EVENT_LOOT] = handle_item_loot; //triggers when an item is looted
ItemArgumentDispatch[EVENT_EQUIP_ITEM] = handle_item_equip; //triggers when an item is equipped
ItemArgumentDispatch[EVENT_UNEQUIP_ITEM] = handle_item_equip; //triggers when an item is unequipped
ItemArgumentDispatch[EVENT_AUGMENT_ITEM] = handle_item_augment; //triggers when an item is placed in an augment slot
ItemArgumentDispatch[EVENT_UNAUGMENT_ITEM] = handle_item_augment; //triggers when an item is removed from an augment slot
ItemArgumentDispatch[EVENT_AUGMENT_INSERT] = handle_item_augment_insert; //triggers when an item is inserted into an augment
ItemArgumentDispatch[EVENT_AUGMENT_REMOVE] = handle_item_augment_remove; //triggers when an item is removed from an augment
SpellArgumentDispatch[EVENT_SPELL_EFFECT_CLIENT] = handle_spell_event;
SpellArgumentDispatch[EVENT_SPELL_EFFECT_BUFF_TIC_CLIENT] = handle_spell_event;