com.GameInterface.Dynels

com.GameInterface.Dynels

Signals regarding stats and buffs on any character, Wraps the ASDynels.cpp for actionscript

Summary
com.GameInterface.DynelsSignals regarding stats and buffs on any character, Wraps the ASDynels.cpp for actionscript
Variables
SlotsThe DynelSlot object is never removed as it represent directly to the slots defined by Enums.DynelSlot so you can always keep connections to the signals and never change them.
SlotChangedSignal dispatched when a change to a slot is discovered (that is that a target is being replaced, added or removed)
DynelGoneDispatched when a registered object is removed from the client.

Variables

Slots

public static var Slots: Array

The DynelSlot object is never removed as it represent directly to the slots defined by Enums.DynelSlot so you can always keep connections to the signals and never change them.  Use Exists() if you need to check that the slot holds some dynel.

SlotChanged

public static var SlotChanged

Signal dispatched when a change to a slot is discovered (that is that a target is being replaced, added or removed)

Parameters

p_Slot:Number - The slot id
p_Exists:Booelan - True if the slot has a dynel.

DynelGone

public static var DynelGone

Dispatched when a registered object is removed from the client.

Parameters

type:Number - The type for the object
instance:Number - The instance for the object
public static var Slots: Array
The DynelSlot object is never removed as it represent directly to the slots defined by Enums.DynelSlot so you can always keep connections to the signals and never change them.
public static var SlotChanged
Signal dispatched when a change to a slot is discovered (that is that a target is being replaced, added or removed)
public static var DynelGone
Dispatched when a registered object is removed from the client.
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