Difference between revisions of "EVENT TYPE ATTACK IMPACT"
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BryanDerksen (Talk | contribs) |
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|int1desc=damage | |int1desc=damage | ||
|int2name=nProjectileType | |int2name=nProjectileType | ||
− | |int2desc= | + | |int2desc=See [[PRJ base.xls]] |
|object0name=oAttacker | |object0name=oAttacker | ||
|object0desc=attacker | |object0desc=attacker |
Revision as of 22:21, 11 February 2010
- Source:
- script.ldf
- Sent when:
- Exact moment of impact
- Sent from:
- Engine
- Sent to:
- Attacking creature or player
- Parameters:
-
- Creator: attacker
- Integer 0: hit result (hit, miss, critical etc')
- Integer 1: damage
- Integer 2: See PRJ base.xls
- Object 0: attacker
- Object 1: target
- Location 0: position
- Location 1: orientation
Usage
case EVENT_TYPE_ATTACK_IMPACT:
{
int nResult = GetEventInteger(ev, 0); // hit result (hit, miss, critical etc')
int nDamage = GetEventInteger(ev, 1); // damage
int nProjectileType = GetEventInteger(ev, 2); // See PRJ base.xls
object oAttacker = GetEventObject(ev, 0); // attacker
object oTarget = GetEventObject(ev, 1); // target
location lImpact = GetEventLocation(ev, 0); // position
location lMissile = GetEventLocation(ev, 1); // orientation
// insert event-handling code here
break;
}
{
int nResult = GetEventInteger(ev, 0); // hit result (hit, miss, critical etc')
int nDamage = GetEventInteger(ev, 1); // damage
int nProjectileType = GetEventInteger(ev, 2); // See PRJ base.xls
object oAttacker = GetEventObject(ev, 0); // attacker
object oTarget = GetEventObject(ev, 1); // target
location lImpact = GetEventLocation(ev, 0); // position
location lMissile = GetEventLocation(ev, 1); // orientation
// insert event-handling code here
break;
}
An attack has impacted the target. This can be melee (sword hit), ranged (arrow hit) or spell (fireball explodes). Used for applying damage, and handling abilities that function on hit (Berserk etc').