VoK.Sdk
Doxygen generated documentation for the Dungeon Helper SDK
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Definitions for all the Ddo Events exposed by Dungeon Helper More...
Properties | |
IAsyncEvent< HotKeyEventArgs > | KeyDown [get] |
event handler for when keys are pressed in the client More... | |
IAsyncEvent< HotKeyEventArgs > | KeyUp [get] |
event handler for when keys are pressed in the client More... | |
IAsyncEvent< IBankDataMessage > | SharedCraftingDataMessage [get] |
fires when we get a message about shared crafting data. fires when the bank is opened, and again whenever contents are modified or pages are changed More... | |
IAsyncEvent< IBankDataMessage > | BankDataMessage [get] |
fires when we get a message about bank data. fires when the bank is opened, and again whenever contents are modified or pages are changed More... | |
IAsyncEvent< IBankTabDataMessage > | BankTabDataMessage [get] |
fires when we get a message about bank tab data. usually fires when the bank is open. More... | |
IAsyncEvent< uint > | OnEnhancementTreeUpdated [get] |
fires when enhancements are changed. Fires once FOR EACH TREE when the "Accept" button is clicked in the Enhancement UI. More... | |
IAsyncEvent | OnAllEnhancementsUpdated [get] |
fires upon initial receipt of enhancements upon login (multiple times), and any time enhancement trees are reset. More... | |
IAsyncEvent< uint > | OnDestinyTreeUpdated [get] |
fires when destiny enhancements are changed. Fires once FOR EACH TREE when the "Accept" button is clicked in the Epic Destiny Enhancement UI. More... | |
IAsyncEvent | OnAllDestinyTreesUpdated [get] |
fires upon initial receipt of destiny enhancements upon login (multiple times), and any time destiny trees are reset. More... | |
IAsyncEvent< uint > | OnReaperTreeUpdated [get] |
fires when reaper enhancements are changed. Fires once FOR EACH TREE when the "Accept" button is clicked in the Reaper Enhancement UI. More... | |
IAsyncEvent | OnAllReaperTreesUpdated [get] |
fires upon initial receipt of enhancements upon login (multiple times), and any time reaper trees are reset. More... | |
IAsyncEvent< ulong > | OnLogin [get] |
fires upon login with the character Id More... | |
IAsyncEvent< ulong > | OnObjectCreate [get] |
event that fires when the client becomes aware of an object More... | |
IAsyncEvent< ulong > | OnObjectDestroy [get] |
event that fires with the client is told to forget about an object More... | |
IAsyncEvent< ulong > | OnObjectUpdate [get] |
fires when an update is made to an object More... | |
IAsyncEvent< ulong, IPropertyCollection > | OnExamineObject [get] |
fires when an object is hovered or examined. Properties provided here are not part of the standard property collection on an entity, but are cached in DetailedProperties as long as the entity exists More... | |
IAsyncEvent< ulong > | OnSelectObject [get] |
fires when an object is [de]selected. When deselected, the param will be 0. More... | |
IAsyncEvent< uint, ulong > | OnUserInput [get] |
fires when the user gives keyboard or mouse input. Warning: this does not provide input for basic movement controls (QWEASD, jump, etc). Also note: the client can, and often does, ignore this input. example: "using" an object/door from too far away. This event fires, though nothing actually happens. Typically mapped to a VoK.Sdk.Ddo.Enums.InputActions value, though sometimes these come in as values of VoK.Sdk.Ddo.Enums.AltInputActions. There is no overlap in these enums. if this was the user "using" something, that object's ID is passed as the second parameter. More... | |
IAsyncEvent< ScriptEventArgs > | OnRunScript [get] |
fires when the client is told to run a script. be advised, this event fires A LOT. in peaceful/town areas it might not fire more than once or twice a second. In the heat of combat it will fire hundreds of times per second. Dungeon Helper fires these asynchronously so beware of how long you take to process it. If you are looking to get an event for somebody jumping, spellcasting, or doing almost anything, this is it. More... | |
IAsyncEvent< ScriptEventArgs > | OnStopScript [get] |
fires when then client is told to stop a script. stance changes, ending of spells that have visuals, etc. does NOT fire for ending of spells for which there is no visual (ie, Haste, Death Ward, etc). Does not contain properties (value will be null). More... | |
IAsyncEvent< string > | OnProgressStart [get] |
fires when the player starts doing something using a progress bar. lever, door, mounting, shrine, etc. More... | |
IAsyncEvent< string > | OnProgressStop [get] |
fires when the player stops doing something using a progress bar. lever, door, mounting, shrine, etc. Usually this is "Success", "Interrupted", or "Rested." More... | |
IAsyncEvent< string > | OnWorldNameReceived [get] |
fires when the client gets a World name from the server. More... | |
IAsyncEvent< IPropertyCollection > | OnWorldPropertiesReceived [get] |
fires when the client gets the set of properties for the world. this is also available via the provider on-demand. More... | |
IAsyncEvent< IProperty > | OnWorldPropertyReceived [get] |
fires when the client gets an update of a single property for the world. this is also available via the provider on-demand. More... | |
IAsyncEvent< byte?> | OnDialogAction [get] |
fires when an NPC interaction takes place. IE, making a dialog option with an NPC. When an option is selected, the value will have the selection index (0-9). When "Close Window" is selected or the player just walk away from them, the value will be null. More... | |
IAsyncEvent | OnDialogEnd [get] |
fires when dialogs get closed More... | |
IAsyncEvent< IPortalInfo > | OnPortalActivate [get] |
Fires when a Dungeon opening dialog pops up. Parameter is the dungeon data Id (0x70) that can be used to look up quest information in the property master. values other than QuestDid will be null. More... | |
IAsyncEvent< IPortalInfo > | OnPortalActivateReadOnly [get] |
Fires when a Dungeon opening dialog pops up for an active instance. This also fires when the current portal changes to read-only because somebody went in. More... | |
IAsyncEvent< IPortalInfo > | OnPortalClose [get] |
Fires when a Dungeon opening dialog closes. Happens when the area is entered or when the user clicks cancel. More... | |
IAsyncEvent< IUiEvent > | OnUiEvent [get] |
fires when DH determines something relevant happens in a UI. Initial support for this is VERY limited. More... | |
IAsyncEvent< ulong > | OnChestOpen [get] |
Fires when a chest is opened. ulong is the Iid of the container with the chest items. More... | |
IAsyncEvent< ulong > | OnChestClosed [get] |
Fires when a chest is closed. ulong is the Iid of the container with the chest items. More... | |
IAsyncEvent< ulong > | OnRewardOpened [get] |
Fires when a quest reward dialog is opened. ulong is the Iid of the container with the reward items. More... | |
IAsyncEvent< ulong > | OnRewardClosed [get] |
Fires when a quest reward dialog is closed. ulong is the Iid of the container with the reward items. More... | |
IAsyncEvent< uint > | OnQuestShare [get] |
Fires when a quest is shared More... | |
IAsyncEvent< string > | OnAirshipInvitation [get] |
fires when you are invited to an airship. the string is the sender. More... | |
IAsyncEvent< ulong, string > | OnPartyInvitation [get] |
fires when you are invited to an party. the string is the sender, the ulong their Iid More... | |
IAsyncEvent< IHotbarSlot > | OnHotbarUsage [get] |
fires when the user activates something on a hotbar. this covers both mouse and keyboard input. be aware, this can be redundant with OnUserInput. More... | |
IAsyncEvent< IConfirmResurrectionMessage > | OnResurrectAttempt [get] |
Fires when the user receives a resurrection (attempt) msesage of any sort. More... | |
IAsyncEvent< ILevelupData > | OnLevelup [get] |
Fires when the user completes the levelup dialog More... | |
IAsyncEvent< IOpenAdvancementDialog > | OnOpenAdvancementDialog [get] |
Fires when the user opens the levelup / advancement dialog with a Trainer or other NPC More... | |