com.GameInterface.FeatInterface |
| com. | |
| Variables | |
| m_FeatList | Associavite array of all the spells the player has. |
| Functions | |
| TrainFeat | Train a feat. |
| RefundFeat | Refund a feat. |
| BuildFeatList | Request gamecode to rebuild the featlist. |
| Variables | |
| SignalFeatTrained | Signal sent when a new feat was trained. |
| SignalFeatsUntrained | Signal sent if all feats were untrained. |
| SignalOpenTrainFeatGUI | Signal sent if gamecode wants us to show the feat gui. |
| SignalCloseTrainFeatGUI | Signal sent if gamecode wants us to close the feat gui. |
| SignalFeatListRebuilt |
public static var m_FeatList: Object
Associavite array of all the spells the player has. This object is supposed to be const, but that is not supported in actionscript. This list will be kept in sync by gamecode but you will have to call BuildFeatList when you show the feat gui. You will get signals when the state of the list changes.
public static function TrainFeat( featId: Number ) : Boolean
Train a feat. If it fail, message will pop on screen and false will be returned. SignalFeatTrained will be called on success.
| featId | [in] The feat to train. |
| param | [out] True if all preliminary client checks was ok. False if not. |
Associavite array of all the spells the player has.
public static var m_FeatList: Object
Train a feat.
public static function TrainFeat( featId: Number ) : Boolean
Refund a feat.
public static function RefundFeat( featId: Number ) : Boolean
Request gamecode to rebuild the featlist.
public static function BuildFeatList() : Void
Signal sent when a new feat was trained.
public static var SignalFeatTrained: Signal
Signal sent if all feats were untrained.
public static var SignalFeatsUntrained: Signal
Signal sent if gamecode wants us to show the feat gui.
public static var SignalOpenTrainFeatGUI: Signal
Signal sent if gamecode wants us to close the feat gui.
public static var SignalCloseTrainFeatGUI: Signal
public static var SignalFeatListRebuilt: Signal