Difference between revisions of "EVENT TYPE COMMAND COMPLETE"
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{{event | {{event | ||
+ | |sourcefile=script.ldf | ||
|when= creature finishes doing a command(attack, special ability, spell, conversation, etc) | |when= creature finishes doing a command(attack, special ability, spell, conversation, etc) | ||
|from= [[Engine]] | |from= [[Engine]] | ||
|to= [[creature]]s, player | |to= [[creature]]s, player | ||
+ | |tocategory1=creature | ||
+ | |sortkey=COMMAND_COMPLETE | ||
|creatorname=oActor | |creatorname=oActor | ||
|creatordesc= creature acting | |creatordesc= creature acting | ||
|int0name= nLastCommand | |int0name= nLastCommand | ||
− | |int0desc= Type of the last command ( | + | |int0desc= Type of the last command ([[COMMAND TYPE_*]]) |
|int1name= nStatus | |int1name= nStatus | ||
− | |int1desc= The status of the execution ( | + | |int1desc= The status of the execution ([[COMMAND_*]]) |
|int2name= nLastSubCommand | |int2name= nLastSubCommand | ||
− | |int2desc= last sub command | + | |int2desc= last sub command (ability id if this is an ability command) |
− | |object0name = | + | |object0name= |
− | |object0desc= The target that command was applied to | + | |object0desc= creature acting |
+ | |object1name = oTarget | ||
+ | |object1desc= The target that command was applied to | ||
+ | |object2name=oBlocker | ||
+ | |object2desc=the path object if the path is blocked by an interactive object | ||
}} | }} | ||
− | |||
[[Category:Event types|COMMAND_COMPLETE]] | [[Category:Event types|COMMAND_COMPLETE]] | ||
+ | [[Category:Creature events|COMMAND_COMPLETE]] |
Latest revision as of 13:24, 3 August 2011
- Source:
- script.ldf
- Sent when:
- creature finishes doing a command(attack, special ability, spell, conversation, etc)
- Sent from:
- Engine
- Sent to:
- creatures, player
- Parameters:
-
- Creator: creature acting
- Integer 0: Type of the last command (COMMAND TYPE_*)
- Integer 1: The status of the execution (COMMAND_*)
- Integer 2: last sub command (ability id if this is an ability command)
- Object 0: creature acting
- Object 1: The target that command was applied to
- Object 2: the path object if the path is blocked by an interactive object
Usage
case EVENT_TYPE_COMMAND_COMPLETE:
{
object oActor = GetEventCreator(ev); // creature acting
int nLastCommand = GetEventInteger(ev, 0); // Type of the last command (COMMAND TYPE_*)
int nStatus = GetEventInteger(ev, 1); // The status of the execution (COMMAND_*)
int nLastSubCommand = GetEventInteger(ev, 2); // last sub command (ability id if this is an ability command)
object oTarget = GetEventObject(ev, 1); // The target that command was applied to
object oBlocker = GetEventObject(ev, 2); // the path object if the path is blocked by an interactive object>
// insert event-handling code here
break;
}
{
object oActor = GetEventCreator(ev); // creature acting
int nLastCommand = GetEventInteger(ev, 0); // Type of the last command (COMMAND TYPE_*)
int nStatus = GetEventInteger(ev, 1); // The status of the execution (COMMAND_*)
int nLastSubCommand = GetEventInteger(ev, 2); // last sub command (ability id if this is an ability command)
object oTarget = GetEventObject(ev, 1); // The target that command was applied to
object oBlocker = GetEventObject(ev, 2); // the path object if the path is blocked by an interactive object>
// insert event-handling code here
break;
}