Difference between revisions of "EVENT TYPE ABILITY CAST IMPACT"
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BryanDerksen (Talk | contribs) (split from event) |
BryanDerksen (Talk | contribs) (formatting) |
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− | + | {{event | |
− | + | |when=Fires for the moment of impact for every ability. This is where damage should be applied, fireballs explode, enemies get poisoned etc. We assume that stamina/mana have been deducted when the ability was triggered (COMMAND_PENDING stage) | |
− | + | |to= | |
+ | |from=engine | ||
− | + | |object0name= | |
− | + | |object0desc= | |
− | + | |object1name=oItem | |
− | + | |object1desc=the item used to cast the ability (optional) | |
+ | |object2name=oTarget | ||
+ | |object2desc=the object that the ability was targeted | ||
+ | }} | ||
note: in case of a projectile impact, there might be more than one target (object 2+...) this allows doing things like lightning bolts going through targets, but this is not currently made use of in Dragon Age. | note: in case of a projectile impact, there might be more than one target (object 2+...) this allows doing things like lightning bolts going through targets, but this is not currently made use of in Dragon Age. | ||
[[Category:Event types|ABILITY_CAST_IMPACT]] | [[Category:Event types|ABILITY_CAST_IMPACT]] |
Revision as of 22:00, 23 July 2009
- Source:
- [Undocumented]
- Sent when:
- Fires for the moment of impact for every ability. This is where damage should be applied, fireballs explode, enemies get poisoned etc. We assume that stamina/mana have been deducted when the ability was triggered (COMMAND_PENDING stage)
- Sent from:
- engine
- Sent to:
- Parameters:
- None.
Usage
case EVENT_TYPE_ABILITY_CAST_IMPACT:
{
object oItem = GetEventObject(ev, 1); // the item used to cast the ability (optional)
object oTarget = GetEventObject(ev, 2); // the object that the ability was targeted>
// insert event-handling code here
break;
}
{
object oItem = GetEventObject(ev, 1); // the item used to cast the ability (optional)
object oTarget = GetEventObject(ev, 2); // the object that the ability was targeted>
// insert event-handling code here
break;
}
note: in case of a projectile impact, there might be more than one target (object 2+...) this allows doing things like lightning bolts going through targets, but this is not currently made use of in Dragon Age.