Difference between revisions of "Combat h"
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===Functions=== | ===Functions=== | ||
− | [[Combat_GetAttackHand] <br> | + | [[Combat_GetAttackHand]] <br> |
[[CheckForDeathblow]] <br> | [[CheckForDeathblow]] <br> | ||
[[Combat_GetValidDeathblow]] <br> | [[Combat_GetValidDeathblow]] <br> |
Revision as of 01:40, 3 August 2011
Contents
Includes:
effects_h
items_h
combat_damage_h
ui_h
sys_soundset_h
ai_threat_h
2da_constants_h
stats_core_h
Constants:
const float ATTACK_LOOP_DURATION_INVALID = 999.0f; const float ATTACK_HIT_BIAS = 4.0f; // General bias in the system towards hits instead of misses. const int ATTACK_TYPE_MELEE = 1; const int ATTACK_TYPE_RANGED = 2; const float SPECIAL_BOSS_DEATHBLOW_THRESHOLD = 0.04; // at this % of health, any meelee attack may trigger the deathblow of special bosses; // ----------------------------------------------------------------------------- // Point blank range (no penalty range for bows) // ----------------------------------------------------------------------------- const float POINT_BLANK_RANGE = 8.0f;
Structs
// ----------------------------------------------------------------------------- // Attack Result struct, used by Combat_PerformAttack* <br> // ----------------------------------------------------------------------------- struct CombatAttackResultStruct { int nAttackResult; // - COMBAT_RESULT_* constant int nDeathblowType; float fAttackDuration; // - Duration of the aim loop for ranged weapons effect eImpactEffect; // - Impact Effect };
Functions
Combat_GetAttackHand
CheckForDeathblow
Combat_GetValidDeathblow
Combat_GetAttackType
Combat_GetFlankingBonus
Combat_CheckBackStab
Combat_GetAttackResult
Combat_PerformAttack
Combat_HandleCommandAttack
Combat_HandleAttackImpact
Combat_HandleAbilityAttackImpact
Combat_HandleCreatureDisappear
IsCombatHit
Category: Core Includes