Updated hook script docs.

This commit is contained in:
phobos2077
2015-10-25 21:43:13 +07:00
parent 0e0ca799f1
commit 017b958b69
2 changed files with 23 additions and 1 deletions
+1
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@@ -41,6 +41,7 @@
#define HOOK_STEAL (22)
#define HOOK_WITHINPERCEPTION (23)
#define HOOK_INVENTORYMOVE (24)
#define HOOK_INVENWIELD (25)
//Valid arguments to list_begin
#define LIST_CRITTERS (0)
+22 -1
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@@ -255,12 +255,19 @@ int ret1 - the new ap cost
-------------------------------------------
(DEPRECATED)
hs_hexmoveblocking.int
hs_hexshootblocking.int
hs_hexaiblocking.int
hs_hexshootblocking.int
hs_hexsightblocking.int
Runs when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...)
NOTE: these hook scripts can become very CPU-intensive and you should avoid using them.
For this reason, they may be removed in future versions.
If you want to check if some tile or path is blocked, use functions: obj_blocking_tile, obj_blocking_line, path_find_to.
If you want script to be called every time NPC moves by hex in combat, use hs_movecost hook.
Critter arg1 - the critter doing the moving
int arg2 - the tile number being checked
int arg3 - the elevation being checked
@@ -388,3 +395,17 @@ Item arg2 - Item being moved
Item arg3 - Item being replaced or weapon being reloaded (can be 0)
int ret1 - Override setting (-1 - use engine handler, any other value - prevent relocation of item/reloading weapon)
-------------------------------------------
hs_invenwield.int
Runs before wielding or unwielding an armor or a weapon by a critter (except when using inventory by PC).
An example usage would be to change critter art depending on armor being used or to dynamically customize weapon animations.
Critter arg1 - critter
Obj arg2 - item being wielded or unwielded (weapon/armor), may be 0 when unwielding
int arg3 - slot (INVEN_TYPE_*)
int arg4 - 1 when wielding, 0 when unwielding
int ret1 - overrides hard-coded handler (-1 - use engine handler, any other value - override) - NOT RECOMMENDED