Difference between revisions of "Ability ApplyUpkeepEffects"
From Dragon Age Toolset Wiki
(added description) |
(added some explains) |
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Line 4: | Line 4: | ||
|param1type = object | |param1type = object | ||
|param1name = oCaster | |param1name = oCaster | ||
− | |param1desc = | + | |param1desc = The Caster of the Ability on which the upkeep will be applied. |
|param1default = | |param1default = | ||
|param2type = int | |param2type = int | ||
|param2name = nAbility | |param2name = nAbility | ||
− | |param2desc = | + | |param2desc = The Ability itself. |
|param2default = | |param2default = | ||
|param3type = effect | |param3type = effect | ||
|param3arra=true | |param3arra=true | ||
|param3name = eEffects | |param3name = eEffects | ||
− | |param3desc = | + | |param3desc = The Effects on which the upkeep come from. |
|param3default = | |param3default = | ||
|param4type = object | |param4type = object | ||
|param4name = oTarget | |param4name = oTarget | ||
− | |param4desc = | + | |param4desc = The Target is the Caster. It is not needed to change the default value. |
|param4default =OBJECT_INVALID | |param4default =OBJECT_INVALID | ||
|param5type = int | |param5type = int | ||
|param5name = bPartywide | |param5name = bPartywide | ||
− | |param5desc = | + | |param5desc = Is the Effect Partywide or not. |
|param5default =FALSE | |param5default =FALSE | ||
|returntype = void | |returntype = void | ||
Line 35: | Line 35: | ||
<!-- == Remarks == --> | <!-- == Remarks == --> | ||
<!-- This section contains additional comments, observations and known issues. --> | <!-- This section contains additional comments, observations and known issues. --> | ||
+ | Ability_ApplyUpkeepEffects is more a Wrapper for _ApplyUpkeepEffect than a Function. | ||
+ | See [[_ApplyUpkeepEffect]] for more Informations. | ||
<!-- == Examples == --> | <!-- == Examples == --> | ||
<!-- This section contains examples transcluded from the snippet library. --> | <!-- This section contains examples transcluded from the snippet library. --> | ||
+ | Here is some code from the function itself: | ||
+ | |||
+ | // as explained above, the Target becomes the Caster. | ||
+ | if (!IsObjectValid(oTarget)) | ||
+ | { | ||
+ | oTarget = oCaster; | ||
+ | } | ||
+ | |||
+ | // now loop through the Effects[i] | ||
+ | for (i = 0; i < nCount; i++) | ||
+ | { | ||
+ | _ApplyUpkeepEffect( oCaster, eEffects[i], nAbility, oTarget, bPartywide); | ||
+ | } | ||
+ | |||
+ | // define the spells mana cost and talents stamina cost | ||
+ | effect eUpkeep = EffectUpkeep(UPKEEP_TYPE_MANASTAMINA , fCost, nAbility, oTarget, bPartywide); | ||
+ | |||
+ | // the last step is to apply the effect on the target(caster) | ||
+ | ApplyEffectOnObject(EFFECT_DURATION_TYPE_PERMANENT, eUpkeep, oCaster, 0.0f, oCaster, nAbility); | ||
== See also == | == See also == | ||
<!-- This section contains links to articles, functions or constant groups. --> | <!-- This section contains links to articles, functions or constant groups. --> | ||
[[Ability_ApplyUpkeepEffect]] | [[Ability_ApplyUpkeepEffect]] |
Revision as of 02:04, 4 March 2011
void Ability_ApplyUpkeepEffects(
object oCaster,
int nAbility,
effect[] eEffects,
object oTarget = OBJECT_INVALID,
int bPartywide = FALSE
);
object oCaster,
int nAbility,
effect[] eEffects,
object oTarget = OBJECT_INVALID,
int bPartywide = FALSE
);
- Parameters:
- oCaster
- The Caster of the Ability on which the upkeep will be applied.
- nAbility
- The Ability itself.
- eEffects
- The Effects on which the upkeep come from.
- oTarget
- The Target is the Caster. It is not needed to change the default value.
- bPartywide
- Is the Effect Partywide or not.
- Returns:
- Nothing.
- Source:
- Core Resources.ability_h
Upkeep effects are permanent until the effect is removed. They also set the UI-icon toggle inside the effect based on the ability ID.
Ability_ApplyUpkeepEffects is more a Wrapper for _ApplyUpkeepEffect than a Function. See _ApplyUpkeepEffect for more Informations.
Here is some code from the function itself:
// as explained above, the Target becomes the Caster. if (!IsObjectValid(oTarget)) { oTarget = oCaster; }
// now loop through the Effects[i] for (i = 0; i < nCount; i++) { _ApplyUpkeepEffect( oCaster, eEffects[i], nAbility, oTarget, bPartywide); }
// define the spells mana cost and talents stamina cost effect eUpkeep = EffectUpkeep(UPKEEP_TYPE_MANASTAMINA , fCost, nAbility, oTarget, bPartywide);
// the last step is to apply the effect on the target(caster) ApplyEffectOnObject(EFFECT_DURATION_TYPE_PERMANENT, eUpkeep, oCaster, 0.0f, oCaster, nAbility);