I remember reading on some of the latest release notes some more hooks were introduced, although the wiki page is still as barren as last time a checked (quite a few versions ago). Is there any place where I can find a comprehensive list for them?
As for callbacks... that sounds new, how do they work? Can I use them in talents/items to make them trigger some effects if some game conditions are met? (I'm assuming that's what they do). Is there a list for them somewhere?
Still on the matter of hooks and callbacks, I'm gonna end up coding some (read: a ton of) talents that need to make checks and apply effects every turn. I remember reading about "onTick" and that looks like the best course of action (can't remember if it's a hook or a callback tho). Is that right or should I rather use some other thing? The "Actor:actBase:Effects" hook looks like it's tied to the player's speeds so it's out of the question I guess.
Hooks and callbacks: How and how many?
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- Thalore
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- Sher'Tul Godslayer
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Re: Hooks and callbacks: How and how many?
Callbacks are listed in Actor.lua (look for the list "sustainCallbackCheck"). Also, read through Actor.lua so you see where callbacks get called via fireTalentCheck("callbackName", ...)
Nullpack uses a bunch of callbacks, and the Alchemy part shows you how to add your own callbacks if you want.
Nullpack uses a bunch of callbacks, and the Alchemy part shows you how to add your own callbacks if you want.
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- Thalore
- Posts: 190
- Joined: Tue Jul 03, 2012 7:04 pm
Re: Hooks and callbacks: How and how many?
Good, I'll be sure to check them out, hoping that'll clear any of the doubts I'm currently having.Doctornull wrote:Callbacks are listed in Actor.lua (look for the list "sustainCallbackCheck"). Also, read through Actor.lua so you see where callbacks get called via fireTalentCheck("callbackName", ...)
Nullpack uses a bunch of callbacks, and the Alchemy part shows you how to add your own callbacks if you want.