@reldens/skills
Version:
68 lines (65 loc) • 2.5 kB
JavaScript
/**
*
* Reldens - Skills constants
*
*/
const actionPref = 'rski.';
module.exports = {
SKILL: {
TYPE: {
BASE: 1,
ATTACK: 2,
EFFECT: 3,
PHYSICAL_ATTACK: 4,
PHYSICAL_EFFECT: 5,
}
},
MODELS_PREFIX: 'skills_',
BEHAVIOR_SEND: 'send',
BEHAVIOR_BROADCAST: 'broadcast',
BEHAVIOR_BOTH: 'both',
ACTIONS_PREF: actionPref,
ACTION_INIT_LEVEL_SET_START: actionPref+'ILss',
ACTION_INIT_LEVEL_SET_END: actionPref+'ILse',
ACTION_INIT_CLASS_PATH_END: actionPref+'ICpe',
ACTION_LOADED_OWNER_SKILLS: actionPref+'Los',
ACTION_SET_SKILLS: actionPref+'Sk',
ACTION_SET_LEVELS: actionPref+'Sl',
ACTION_ADD_SKILLS_BEFORE: actionPref+'Asb',
ACTION_ADD_SKILLS_AFTER: actionPref+'Asa',
ACTION_REMOVE_SKILLS_BEFORE: actionPref+'Rsb',
ACTION_REMOVE_SKILLS_AFTER: actionPref+'Rsa',
ACTION_VALIDATE_BEFORE: actionPref+'Bv',
ACTION_VALIDATE_SUCCESS: actionPref+'Vs',
ACTION_VALIDATE_FAIL: actionPref+'Vf',
ACTION_EXECUTING_SKILL: actionPref+'Es',
ACTION_LEVEL_EXPERIENCE_ADDED: actionPref+'Ea',
ACTION_LEVEL_UP: actionPref+'Lu',
ACTION_LEVEL_DOWN: actionPref+'Ld',
ACTION_LEVEL_APPLY_MODIFIERS: actionPref+'Apm',
ACTION_SKILL_BEFORE_IN_RANGE: actionPref+'Bir',
ACTION_SKILL_AFTER_IN_RANGE: actionPref+'Air',
ACTION_SKILL_BEFORE_EXECUTE: actionPref+'Be',
ACTION_SKILL_AFTER_EXECUTE: actionPref+'Ae',
ACTION_SKILL_BEFORE_CAST: actionPref+'Bc',
ACTION_SKILL_AFTER_CAST: actionPref+'Ac',
ACTION_SKILL_ATTACK_APPLY_DAMAGE: actionPref+'Ad',
ACTION_SKILL_BEFORE_RUN_LOGIC: actionPref+'Brl',
ACTION_SKILL_AFTER_RUN_LOGIC: actionPref+'Arl',
ACTION_SKILL_PHYSICAL_ATTACK_HIT: actionPref+'Pah',
ACTION_SKILL_PHYSICAL_EFFECT_HIT: actionPref+'Peh',
SKILL_STATES: {
PHYSICAL_SKILL_INVALID_TARGET: 'physicalSkillInvalidTarget',
PHYSICAL_SKILL_RUN_LOGIC: 'physicalSkillRunLogic',
OUT_OF_RANGE: 'outOfRange',
CAN_NOT_ACTIVATE: 'canNotActivate',
DODGED: 'dodged',
APPLYING_DAMAGE: 'applyingDamage',
APPLIED_DAMAGE: 'appliedDamage',
APPLIED_CRITICAL_DAMAGE: 'appliedCriticalDamage',
APPLYING_EFFECTS: 'applyingEffects',
APPLIED_EFFECTS: 'appliedEffects',
EXECUTE_PHYSICAL_ATTACK: 'executePhysicalAttack',
TARGET_NOT_AVAILABLE: 'targetNotAvailable'
}
};