只是查看BUFF时候看到的,顺手机翻了一下,应该会对一些和我一样的MOD刚入门的朋友有点用处。
游戏事件触发器列表及解析
onSelfBuffStart = 0 # 当buff首次应用到自身时触发(buff启动瞬间)
onSelfBuffUpdate, Frame-based, not 1/s # buff每帧更新时触发(基于帧率刷新,非固定每秒次数)
onSelfBuffFinish, Runs when the duration of a buff has run out. # 当buff持续时间结束自然消失时触发
onSelfBuffRemove, When the buff is being removed by any source. Cannot be used for a buff to restart itself. Called when targets die. # 当buff被主动移除、替换或目标死亡时触发,不可用于重启自身buff
onSelfBuffStack When the buff is refreshed/extended/stacked… anything but “ignore” # 当buff被刷新、延长或堆叠时触发(仅对非”ignore”类型的堆叠生效)
onSelfProgressionUpdate; runs all such events in progression 1x per second # 角色属性进度更新时触发(固定每秒执行1次)
onPerkLevelChanged; fires when you BUY a perk, not when it is temporarily increased or lowered; this is intended and how passives work # 当主动购买perk(特长)时触发,临时增减perk等级不生效,用于被动技能逻辑
onCombatEntered # 当角色进入战斗状态时触发(通常由攻击或被攻击行为激活)
onOtherDamagedSelf # 其他实体对自身造成伤害时触发
onOtherAttackedSelf target=”other” is the entity that last attacked you. Should NOT fire on every tick of a bleeding buff. # 其他实体攻击自身时触发(target=”other”指向攻击者),不会在流血buff每帧触发,
DOES NOT fire if damage comes from a buff # 且buff造成的伤害不会触发此事件
onOtherHealedSelf # 其他实体治疗自身时触发
onSelfDamagedOther # 自身对其他实体造成伤害时触发
onSelfAttackedOther # 自身攻击其他实体时触发(无论是否造成伤害)
onSelfHealedOther # 自身治疗其他实体时触发
onDismember # 造成肢体破坏效果(如断肢)时触发
onProjectileImpact; trigger for projectiles like arrows, molotovs, rockets # 投射物(箭、燃烧瓶、火箭等)命中目标时触发
onSelfDamagedSelf # 自身对自己造成伤害时触发(如自残技能)
onSelfHealedSelf # 自身治疗自己时触发
onSelfKilledOther # 自身击杀其他实体时触发
onSelfDied # 自身死亡时触发
onOtherKilledSelf # 自身被其他实体击杀时触发
onBlockKilledSelf # 自身被方块(如陷阱、坠落)击杀时触发
onSelfKilledSelf # 自身自杀时触发
onSelfPrimaryActionStart works # 主攻击开始时触发(按键按下瞬间生效)
onSelfPrimaryActionRayHit works # 主攻击射线命中目标(实体或方块)时触发
onSelfPrimaryActionEnd also fires on releasing a spear throw # 主攻击动作结束时触发(释放长矛投掷后也会触发)
onSelfPrimaryActionUpdate fires constantly # 主攻击动作持续期间每帧触发
onSelfPrimaryActionAttackFinished n/a? # 主攻击完成时触发(当前未实现或不可用)
onSelfPrimaryActionRayMiss attack has not hit an entity and has not hit a block # 主攻击未命中任何实体或方块时触发
onSelfPrimaryActionGrazeHit # 主攻击造成擦伤/轻微命中时触发
onSelfPrimaryActionGrazeMiss attack has not hit an entity and has not hit a block # 主攻击未命中任何实体或方块且判定为”擦过”时触发
onSelfPrimaryActionMissEntity attack did not hit an entity. # 主攻击未命中任何实体时触发(可能命中方块)
onSelfRangedBurstShot on shots that are fired while holding the trigger down, between ActionStart and AttackFinished. # 远程武器连射时触发,在ActionStart和AttackFinished期间每发射一次触发
onSelfSecondaryActionStart works # 副攻击开始时触发(按键按下瞬间生效)
onSelfSecondaryActionRayHit works # 副攻击射线命中目标(实体或方块)时触发
onSelfSecondaryActionEnd also fires on releasing a spear throw # 副攻击动作结束时触发(释放长矛投掷后也会触发)
onSelfSecondaryActionUpdate fires constantly # 副攻击动作持续期间每帧触发
onSelfSecondaryActionAttackFinished n/a? # 副攻击完成时触发(当前未实现或不可用)
onSelfSecondaryActionRayMiss attack has not hit an entity and has not hit a block # 副攻击未命中任何实体或方块时触发
onSelfSecondaryActionGrazeHit # 副攻击造成擦伤/轻微命中时触发
onSelfSecondaryActionGrazeMiss attack has not hit an entity and has not hit a block # 副攻击未命中任何实体或方块且判定为”擦过”时触发
onSelfSecondaryActionMissEntity attack did not hit an entity # 副攻击未命中任何实体时触发(可能命中方块)
onSelfExplosionAttackedOther # 自身触发的爆炸攻击到其他实体时触发(无论是否造成伤害)
onSelfExplosionDamagedOther # 自身触发的爆炸对其他实体造成伤害时触发
onSelfExplosionMissEntity explosive did not hit an entity. # 自身触发的爆炸未命中任何实体时触发
onSelfRepairBlock # 修复方块时触发
onSelfPlaceBlock # 放置方块时触发
onSelfUpgradedBlock # 升级方块(如木墙升级为石墙)时触发
onSelfDamagedBlock, can use tags via the TriggerHasTags requirement # 对方块造成伤害时触发,可通过TriggerHasTags过滤方块类型
onSelfDestroyedBlock, can use tags via the TriggerHasTags requirement # 摧毁方块时触发,可通过TriggerHasTags过滤方块类型
onSelfHarvestBlock # 采集方块资源(如砍树、挖矿)时触发
onSelfHarvestOther # 采集实体资源(如动物、植物)时触发
onOtherEnteredRange, //Hook Up # 其他实体进入自身检测范围时触发(需配置挂钩)
onOtherLeftRange, //Hook Up # 其他实体离开自身检测范围时触发(需配置挂钩)
onSelfEquipStart ; can only work on an item/mod # 装备物品/模组时触发(仅对物品或模组生效)
onSelfEquipStop # 卸下物品/模组时触发
onSelfItemActivate ; can only work on an item/mod # 激活物品/模组时触发(仅对物品或模组生效)
onSelfItemDeactivate # 取消激活物品/模组时触发
onReloadStart # 开始装填弹药时触发
onReloadUpdate # 装填弹药过程中每帧触发
onReloadStop # 装填弹药结束或中断时触发
onSelfFirstSpawn not working? # 角色首次生成时触发(可能存在bug,建议测试)
onSelfRespawn, on respawn after death # 角色死亡后重生时触发
onSelfLeaveGame working? # 角色离开游戏时触发(需测试是否生效)
onSelfEnteredGame, every time you load into the game, including the first time # 角色加载进入游戏时触发(包括首次进入)
onSelfTeleported # 角色完成瞬移时触发
onSelfJump # 角色跳跃时触发
onSelfLandJump # 角色跳跃落地时触发
onSelfFallImpact # 角色坠落产生冲击时触发(可能伴随坠落伤害)
onSelfRun # 角色开始跑步时触发
onSelfWalk, //triggers once on starting to walk # 角色开始步行时触发(仅在开始时触发一次)
onSelfCrouch # 角色开始蹲伏时触发
onSelfStand # 角色从蹲伏状态站起时触发
onSelfAimingGunStart # 角色开始瞄准枪械时触发
onSelfAimingGunStop # 角色停止瞄准枪械时触发
onSelfCrouchRun # 角色蹲伏跑步时触发
onSelfCrouchWalk # 角色蹲伏步行时触发
onSelfSwimStart, entering/leaving water # 角色进入水中开始游泳时触发
onSelfSwimStop # 角色离开水中停止游泳时触发
onSelfWaterSubmerge diving below / above the water surface, when the water screen effect changes # 角色潜入水下或浮出水面时触发(水幕特效变化时)
onSelfWaterSurface # 角色处于水面状态时触发
onSelfSwimRun # 角色在水中快速游泳时触发
onSelfSwimIdle # 角色在水中静止时触发
onSelfHoldingItemCreated ;when you equip a belt item in the active slot? # 当在主动槽装备腰带物品时触发(推测)
onSelfHoldingItemThrown # 投掷手持物品时触发
onSelfItemCrafted, //Hook Up # 制作物品时触发(需配置挂钩)
onSelfItemRepaired, //Hook Up # 修复物品时触发(需配置挂钩)
onSelfItemLooted, //Hook Up # 拾取战利品物品时触发(需配置挂钩)
onSelfItemLost, //Hook Up # 丢失物品时触发(需配置挂钩)
onSelfItemGained, //Hook Up # 获得物品时触发(需配置挂钩)
onSelfItemSold, //Hook Up # 出售物品时触发(需配置挂钩)
onSelfItemBought, //Hook Up # 购买物品时触发(需配置挂钩)
# 补充游戏事件触发器列表及解析
//onSelfDiscoveredPOI, //Hook Up # 当角色首次发现POI(兴趣点)时触发(需配置挂钩)
//onSelfDiscoveredArea, //Hook Up # 当角色首次发现区域时触发(需配置挂钩)
//onSelfEnteredPOI, //Hook Up # 当角色进入POI(兴趣点)范围时触发(需配置挂钩)
//onSelfExitedPOI, //Hook Up # 当角色离开POI(兴趣点)范围时触发(需配置挂钩)
//onSelfEnteredArea, //Hook Up # 当角色进入特定区域时触发(需配置挂钩)
//onSelfExitedArea, //Hook Up # 当角色离开特定区域时触发(需配置挂钩)
onSelfEnteredBiome # 当角色进入新的生物群系(如森林、沙漠、雪地等)时触发
onSelfLootContainer # 当角色从容器中拾取物品时触发
onSelfOpenLootContainer # 当角色打开战利品容器(如箱子、柜子)时触发
onSelfCloseLootContainer # 当角色关闭战利品容器时触发
//onQuestStart, //Hook Up # 当任务开始时触发(需配置挂钩)
//onQuestLocationReached, //Hook Up # 当到达任务指定位置时触发(需配置挂钩)
//onQuestLocationLeft, //Hook Up # 当离开任务指定位置时触发(需配置挂钩)
//onQuestCompleted, //Hook Up # 当任务完成时触发(需配置挂钩)
//onQuestFailed, //Hook Up # 当任务失败时触发(需配置挂钩)
//onGameBloodmoonStart, //Hook Up # 当游戏血月事件开始时触发(需配置挂钩)
//onGameBloodmoonEnd, //Hook Up # 当游戏血月事件结束时触发(需配置挂钩)
//onGameDayStart, //Hook Up # 当游戏中白天开始时触发(需配置挂钩)
//onGameNightStart, //Hook Up # 当游戏中夜晚开始时触发(需配置挂钩)
//onGameRainStart, //Hook Up # 当游戏中开始下雨时触发(需配置挂钩)
//onGameRainEnd, //Hook Up # 当游戏中雨停时触发(需配置挂钩)
//onGameSnowStart, //Hook Up # 当游戏中开始下雪时触发(需配置挂钩)
//onGameSnowEnd, //Hook Up # 当游戏中雪停时触发(需配置挂钩)
//onGameFogStart, //Hook Up # 当游戏中开始起雾时触发(需配置挂钩)
//onGameFogEnd, //Hook Up # 当游戏中雾散时触发(需配置挂钩)
支持一下楼主!
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苦海 翻起爱恨 在世间 难逃避命运