2.6 Enums and Constants

 

Requests and Events

Implemented in Version a2.0

Defined in Section 2.3 - Remote Procedures

 

Entities

Implemented in Version a2.0

Defined in Section 2.1 - Entities

 

Input

Implemented in Version a2.0

Input provides different keys for performing various actions on the keyboard and mouse.

Note that the return-key for the pause menu can not be listened for, as it is handled by the interpreter.

Value Description
NO_KEY Reserves 0-Value.
MOVE_FORWARD Key for moving forward. Usually "W".
MOVE_BACKWARD Key for moving backward. Usually "S".
MOVE_LEFT Key for moving left. Usually "A".
MOVE_RIGHT Key for moving right. Usually "D".
PRIMARY Key for performing a primary action like attacking. Usually "LMB".
SECONDARY Key for performing a secondary action like consuming an item. Usually "RMB".
TERTIARY Key for performing a tertiary action. Usually "R".
UP Key for scrolling up, in e.g. the hotbar. Usually "SCROLLUP".
DOWN Key for scrolling down, in e.g. the hotbar. Usually "SCROLLDOWN".
PICK Key for middle mouse button. Usually "SCROLLCLICK".
MENU_1 Key for toggling inventory or otherwise primary menu. Usually "E".
MENU_2 Key for toggling construction or otherwise secondary menu. Usually "C".
MENU_3 Key for toggling chat or otherwise tertiary menu. Usually "T".
MENU_4 Key for toggling administration or otherwise quartiary menu. Usually "F3".
ESCAPE Key for closing a menu. Usually "ESC".
SPRINT Key for sprinting. Usually "LSHIFT".
CROUCH Key for sprinting. Usually "Q".
JUMP Key for jumping. Usually "SPACE".
DROP Key for dropping an item. Usually "LCTRL".
ONE Key for selecting the first item. Usually "1".
TWO Key for selecting the second. Usually "2".
THREE Key for selecting the thrid item. Usually "3".
FOUR Key for selecting the fourth item. Usually "4".
FIVE Key for selecting the fifth item. Usually "5".
 

AnimationType

Implemented in Version a2.0

AnimationType is used for animating ui properties in different ways.

Value Description
NONE Directly jumps to target value after timer runs out.
LINEAR Value has a linear increase to target value.
SQUARED Value has a squared increase to target value.
CUBIC Value has a cubic increase to target value.
 

Stat

Implemented in Version a2.0

Values are used as indices for the playerStatsComponent stats array.

Value Description
HEALTH Current health value
MAX_HEALTH Maximum health value that can be regenerated to.
MANA Current mana value
MAX_MANA Maximum mana value that can be regenerated to.
ENERGY Current energy value
MAX_ENERGY Maximum energy value that can be regenerated to.
RELOAD Current item reload value
MAX_RELOAD Maximum item reload value that can be regenerated to.
AIR Current air value
MAX_AIR Maximum air value that can be regenerated to.
HUNGER Current hunger value
MAX_HUNGER Maximum hunger value that can be regenerated to.
 

DamageType

Implemented in Version a2.0

Indicates the source of damage that a player received.

Value Description
DAMAGE_GENERIC Reserves 0-Value.
DAMAGE_PLAYER_ATTACK Damage directly from another player.
 

EffectType

Implemented in Version a2.0

EffectType is currently empty

 

Tag

Implemented in Version a2.0

Tags indicate static properties for item types.

Value Description
TAG_SWING Associated value is meelee damage through an attack with <100% reload.
TAG_STRIKE Meelee damage through an attack with 100% reload.
TAG_CHARGE Meelee damage through an attack with >149% reload.
TAG_DASH Meelee damage through an attack with 199% reload while mid-air.
TAG_STAB Meelee damage through an attack with 100% reload while crouched.
TAG_THROW Meelee damage through a tertiary attack with <100% reload.
TAG_STRIKE_KNOCKBACK Amount of knockback to deal on a strike. Value is in decimeters.
TAG_CHARGE_KNOCKBACK Amount of knockback to deal on a charge. Value is in decimeters.
TAG_DASH_KNOCKBACK Amount of knockback to deal on a dash. Value is in decimeters.
TAG_THROW_KNOCKBACK Amount of knockback to deal on a dash. Value is in decimeters.
TAG_RANGE Amount of range the tool has in decimeters.
TAG_STAB_RANGE Amount of range the tool has in decimeters, but only for stab attacks.
TAG_COOLDOWN Amount reload to require for the tool to be 100% charged. Value is in seconds/10
TAG_STUN Amount of stun time to deal on a charge in seconds/10.
TAG_STAB_BLEED Amount of bleed effect to apply in seconds/10.
TAG_BLOCK_STUN Amount of stun time to deal on a successful parry in seconds/10.
TAG_BLOCK Amount of damage to negate while blocking in percent.
TAG_BLOCK_PROBABILITY Propability to negate damage when blocking.

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