Table of Contents

Interface IQuestReferenceAliasEvents

Namespace
SkyrimForge
Assembly
SkyrimForge.dll

The events of IGameEvents that name the reference a QuestReferenceAlias is filled with at the time of the raise.

public interface IQuestReferenceAliasEvents

Remarks

Each event is an IGameEvents event filtered to the alias, and its handlers run on the thread that raises that event. The activation, hit, combat, and death events are raised on worker threads, and the load and cell events on the game's thread. The container event is raised on the thread that moved the item: a worker thread for a pickup or a Papyrus call, and the game's thread for a console command or a CommonLib call made there.

Properties

OnActivate

Raised when the reference is activated.

IGameEvent<ActivateEventArgs> OnActivate { get; }

Property Value

IGameEvent<ActivateEventArgs>

OnCellAttach

Raised when the reference's cell is attached.

IGameEvent<CellAttachDetachEventArgs> OnCellAttach { get; }

Property Value

IGameEvent<CellAttachDetachEventArgs>

OnCellDetach

Raised when the reference's cell is detached.

IGameEvent<CellAttachDetachEventArgs> OnCellDetach { get; }

Property Value

IGameEvent<CellAttachDetachEventArgs>

OnCombatStateChanged

Raised when the actor's combat state changes.

IGameEvent<CombatEventArgs> OnCombatStateChanged { get; }

Property Value

IGameEvent<CombatEventArgs>

OnContainerChanged

Raised when the reference moves from one container to another.

IGameEvent<ContainerChangedEventArgs> OnContainerChanged { get; }

Property Value

IGameEvent<ContainerChangedEventArgs>

OnDeath

Raised once the actor is dead, with Dead true.

IGameEvent<DeathEventArgs> OnDeath { get; }

Property Value

IGameEvent<DeathEventArgs>

OnDying

Raised as the actor starts dying, with Dead false.

IGameEvent<DeathEventArgs> OnDying { get; }

Property Value

IGameEvent<DeathEventArgs>

OnHit

Raised when the reference is hit.

IGameEvent<HitEventArgs> OnHit { get; }

Property Value

IGameEvent<HitEventArgs>

OnLoad

Raised when the game loads the reference.

IGameEvent<ObjectLoadedEventArgs> OnLoad { get; }

Property Value

IGameEvent<ObjectLoadedEventArgs>

OnPlayerActivate

Raised when the player activates the reference.

IGameEvent<ActivateEventArgs> OnPlayerActivate { get; }

Property Value

IGameEvent<ActivateEventArgs>

OnUnload

Raised when the game unloads the reference.

IGameEvent<ObjectLoadedEventArgs> OnUnload { get; }

Property Value

IGameEvent<ObjectLoadedEventArgs>