LuaEvents.wiki
changeset 2077 514babfbad9e
parent 1973 05be23a15de9
child 2087 24d84bcaa5d5
equal deleted inserted replaced
2076:0b6e80767d96 2077:514babfbad9e
    67 
    67 
    68 == Game events ==
    68 == Game events ==
    69 === <tt>onNewTurn()</tt> ===
    69 === <tt>onNewTurn()</tt> ===
    70 This function calls at the start of every turn. You can set `ReadyTimeLeft` here to change the ready time for this turn. (See also: `Ready`)
    70 This function calls at the start of every turn. You can set `ReadyTimeLeft` here to change the ready time for this turn. (See also: `Ready`)
    71 
    71 
    72 === <tt>onEndTurn()</tt> (0.9.24) ===
    72 === <tt>onEndTurn()</tt> ===
    73 This function calls at the end of every turn. The end of a turn is defined as the point of time after the current hedgehog lost control and all the important gears are either gone or have settled.
    73 This function calls at the end of every turn. The end of a turn is defined as the point of time after the current hedgehog lost control and all the important gears are either gone or have settled.
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    74 
    75 `CurrentHedgehog` holds the gear ID of the hedgehog whose turn just ended.
    75 `CurrentHedgehog` holds the gear ID of the hedgehog whose turn just ended.
    76 
    76 
    77 This function is called at one of the earliest possible moment after the end of a turn. After this callback, Hedgewars then performs all the other stuff between turns. This includes things like: Applying poison or Sudden Death damage, calculating total hog damage, rising the water in Sudden Death, dropping a crate, checking victory, giving control to the next hog.
    77 This function is called at one of the earliest possible moment after the end of a turn. After this callback, Hedgewars then performs all the other stuff between turns. This includes things like: Applying poison or Sudden Death damage, calculating total hog damage, rising the water in Sudden Death, dropping a crate, checking victory, giving control to the next hog.
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    78 
    79 Because this function is called *before* victories are checked, this is useful to set up your victory conditions here.
    79 Because this function is called *before* victories are checked, this is useful to set up your victory conditions here.
    80 
    80 
    81 === <tt>onSkipTurn()</tt> (0.9.24) ===
    81 === <tt>onSkipTurn()</tt> ===
    82 This function calls when a hog skips its turn.
    82 This function calls when a hog skips its turn.
    83 
    83 
    84 === <tt>onCaseDrop(gear)</tt> (1.0.0) ===
    84 === <tt>onCaseDrop(gear)</tt> (1.0.0) ===
    85 This function calls between two turns right after the moment at which the game *might* drop a crate according to the game scheme settings. It does not matter if it actually wants to drop a crate.
    85 This function calls between two turns right after the moment at which the game *might* drop a crate according to the game scheme settings. It does not matter if it actually wants to drop a crate.
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    86 
   109 
   109 
   110 === <tt>onUsedAmmo(ammoType)</tt> ===
   110 === <tt>onUsedAmmo(ammoType)</tt> ===
   111 Called after a weapon has been used completely, with `ammoType` as the used ammo type.
   111 Called after a weapon has been used completely, with `ammoType` as the used ammo type.
   112 
   112 
   113 For example, it is called right after a bazooka is fired, when both shots of a shotgun have been fired, when extra time is used, or when all 4 shots of a portable portal device have been fired. It is also called when using a multi-shot ammo has been aborted by changing the weapon selection mid-way, because this still uses up the ammo.
   113 For example, it is called right after a bazooka is fired, when both shots of a shotgun have been fired, when extra time is used, or when all 4 shots of a portable portal device have been fired. It is also called when using a multi-shot ammo has been aborted by changing the weapon selection mid-way, because this still uses up the ammo.
   114 
       
   115 *Warning:* In 0.9.24 or earlier, you must not manipulate any ammo within this callback, e.g. by using `AddAmmo`. The ammo storage might become garbled otherwise.
       
   116 
   114 
   117 == Controls ==
   115 == Controls ==
   118 === <tt>onAttack()</tt> ===
   116 === <tt>onAttack()</tt> ===
   119 This function is called when the current player presses the attack key.
   117 This function is called when the current player presses the attack key.
   120 
   118