Combat h
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
int Combat_GetAttackHand(object oCreature = OBJECT_SELF)
int CheckForDeathblow(object oAttacker, object oTarget)
int Combat_GetValidDeathblow(object oAttacker, object oTarget)
int Combat_GetAttackType(object oAttacker, object oWeapon)
float Combat_GetFlankingBonus(object oAttacker, object oTarget)
int Combat_CheckBackstab(object oAttacker, object oTarget, object oWeapon, float fFlankingBonus)
int Combat_GetAttackResult(object oAttacker, object oTarget, object oWeapon, float fBonus = 0.0f, int nAbility = 0)
struct CombatAttackResultStruct Combat_PerformAttack(object oAttacker, object oTarget, object oWeapon , float fDamageOverride = 0.0f, int nAbility = 0)
int Combat_HandleCommandAttack(object oAttacker, object oTarget, int nCommandSubType)
void Combat_HandleAttackImpact(object oAttacker, object oTarget, int nAttackResult, effect eImpactEffect)
void Combat_HandleAbilityAttackImpact(object oAttacker, object oTarget, int nAttackResult, float fDamage)
void Combat_HandleCreatureDisappear(object oCreature, object oDisappearer)
int IsCombatHit(int nAttackResult)
Category: Core Includes