Difference between revisions of "Combat h"

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(Created page with "===Includes:=== effects_h <br> items_h <br> combat_damage_h <br> ui_h <br> sys_soundset_h <br> ai_threat_h <br> 2da_constants_h <br> stats_core_h...")
 
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===Functions===
 
===Functions===
  
[[Combat_GetAttackHand | int Combat_GetAttackHand(object oCreature = OBJECT_SELF)]] <br>
+
[[Combat_GetAttackHand] <br>
[[CheckForDeathblow | int CheckForDeathblow(object oAttacker, object oTarget)]] <br>
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[[CheckForDeathblow]] <br>
[[Combat_GetValidDeathblow | int Combat_GetValidDeathblow(object oAttacker, object oTarget)]] <br>
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[[Combat_GetValidDeathblow]] <br>
[[Combat_GetAttackType | int Combat_GetAttackType(object oAttacker, object oWeapon)]] <br>
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[[Combat_GetAttackType]] <br>
[[Combat_GetFlankingBonus | float Combat_GetFlankingBonus(object oAttacker, object oTarget)]] <br>
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[[Combat_GetFlankingBonus]] <br>
[[Combat_CheckBackStab | int Combat_CheckBackstab(object oAttacker, object oTarget, object oWeapon, float fFlankingBonus)]] <br>
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[[Combat_CheckBackStab]] <br>
[[Combat_GetAttackResult | int Combat_GetAttackResult(object oAttacker, object oTarget, object oWeapon, float fBonus = 0.0f, int nAbility = 0)]] <br>
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[[Combat_GetAttackResult]] <br>
[[Combat_PerformAttack | struct CombatAttackResultStruct Combat_PerformAttack(object oAttacker, object oTarget, object oWeapon ,  float fDamageOverride = 0.0f, int nAbility = 0)]] <br>
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[[Combat_PerformAttack]] <br>
[[Combat_HandleCommandAttack | int  Combat_HandleCommandAttack(object oAttacker, object oTarget, int nCommandSubType)]] <br>
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[[Combat_HandleCommandAttack]] <br>
[[Combat_HandleAttackImpact | void Combat_HandleAttackImpact(object oAttacker, object oTarget, int nAttackResult, effect eImpactEffect)]] <br>
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[[Combat_HandleAttackImpact]] <br>
[[Combat_HandleAbilityAttackImpact | void Combat_HandleAbilityAttackImpact(object oAttacker, object oTarget, int nAttackResult, float fDamage)]] <br>
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[[Combat_HandleAbilityAttackImpact]] <br>
[[Combat_HandleCreatureDisappear | void Combat_HandleCreatureDisappear(object oCreature, object oDisappearer)]] <br>
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[[Combat_HandleCreatureDisappear]] <br>
[[IsCombatHit | int IsCombatHit(int nAttackResult)]] <br>
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[[IsCombatHit]] <br>
 
--------------------------------------------------------------------<br>
 
--------------------------------------------------------------------<br>
 
Category: [[Core Includes]]
 
Category: [[Core Includes]]

Revision as of 01:40, 3 August 2011

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