extends Node # Intentionen (Input → System) signal ability_use(player, ability_index) signal role_change_requested(player, role) signal target_requested(player, target) signal enemy_detected(enemy, player) signal enemy_lost(enemy, player) signal portal_entered(portal, player) # Kampf signal attack_executed(attacker, position, direction, damage) signal damage_dealt(attacker, target, damage) signal damage_requested(attacker, target, amount) signal heal_requested(healer, target, amount) # Entity signal entity_died(entity) signal health_changed(entity, current, max_val) signal shield_changed(entity, current, max_val) signal shield_broken(entity) signal shield_regenerated(entity) # Spieler signal target_changed(player, target) signal player_respawned(player) signal role_changed(player, role_type) signal respawn_tick(timer) signal cooldown_tick(cooldowns, max_cooldowns, gcd_timer) # Buff signal buff_changed(entity, stat, value) # Gegner signal enemy_engaged(enemy, target) # Portal signal portal_spawn(portal, enemies) signal portal_defeated(portal) # Dungeon signal dungeon_cleared() # Effects signal effect_requested(target, effect, source) signal effect_applied(target, effect) signal effect_expired(target, effect) # Elements signal element_damage_dealt(attacker, target, amount, element) signal element_applied(target, element) signal element_reaction(target, element_a, element_b, reaction_name) # Wave signal run_started(wave_number) signal wave_started(wave_number) signal wave_timer_tick(seconds_remaining) signal wave_ended(wave_number, success) # XP / Level signal xp_gained(player, amount) signal level_up(player, new_level) # Taverne signal tavern_damaged(current, max_val) signal tavern_destroyed() # Invasion signal invasion_started(enemies) signal invasion_ended(success) # Game-Over signal game_over()