Difference between revisions of "EVENT TYPE ATTACK IMPACT"
From Dragon Age Toolset Wiki
m (A couple of the integers aren't acurate.) |
m (Fixed fixed template, moved and tweaked example) |
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{{event | {{event | ||
− | |sourcefile=script.ldf | + | |sourcefile = script.ldf |
− | |when=Exact moment of impact | + | |when = Exact moment of impact |
− | |from=Engine | + | |from = Engine |
− | |to=Attacking creature or player | + | |to = Attacking creature or player |
− | |tocategory1=creature | + | |tocategory1 = creature |
− | |sortkey=ATTACK_IMPACT | + | |sortkey = ATTACK_IMPACT |
− | |creatordesc=attacker | + | |creatordesc = attacker |
− | |int0name=nHitResult | + | |int0name = nHitResult |
− | |int0desc=hit result (hit, miss, critical etc') | + | |int0desc = hit result (hit, miss, critical etc') |
− | |int1name=nEffectId | + | |int1name = nEffectId |
− | |int1desc= | + | |int1desc = effect Id |
− | |object0name=oAttacker | + | |object0name = oAttacker |
− | |object0desc=attacker | + | |object0desc = attacker |
− | |object1name=oTarget | + | |object1name = oTarget |
− | |object1desc=target | + | |object1desc = target |
− | |location0name=lImpact | + | |location0name = lImpact |
− | |location0desc=position | + | |location0desc = position |
− | |location1name=lMissile | + | |location1name = lMissile |
− | |location1desc=orientation | + | |location1desc = orientation |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
}} | }} | ||
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'). | 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'). | ||
+ | |||
+ | == Example == | ||
+ | |||
+ | <dascript> | ||
+ | case EVENT_TYPE_ATTACK_IMPACT: | ||
+ | { | ||
+ | // decompose the attack impact event | ||
+ | int nEffectId = GetEventInteger(ev, 1); // effect Id | ||
+ | object oAttacker = GetEventObject(ev, 0); // attacker | ||
+ | |||
+ | // decompose the impact effect | ||
+ | effect eImpact = GetAttackImpactDamageEffect(oAttacker, nEffectId); | ||
+ | object oWeapon = GetEffectObject(eImpact, 0); | ||
+ | int nAbility = GetEffectInteger(eImpact, 1); | ||
+ | float fDamage = GetEffectFloat(eImpact, 0); | ||
+ | int nVfx = GetEffectInteger(eImpact, 0); | ||
+ | int nDamageType = GetEffectInteger(eImpact, 2); | ||
+ | |||
+ | int nAppearance = GetAppearanceType(oAttacker); | ||
+ | |||
+ | break; | ||
+ | } | ||
+ | </dascript> |
Latest revision as of 20:16, 4 May 2011
- 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: effect Id
- Object 0: attacker
- Object 1: target
- Location 0: position
- Location 1: orientation
Usage
case EVENT_TYPE_ATTACK_IMPACT:
{
int nHitResult = GetEventInteger(ev, 0); // hit result (hit, miss, critical etc')
int nEffectId = GetEventInteger(ev, 1); // effect Id
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 nHitResult = GetEventInteger(ev, 0); // hit result (hit, miss, critical etc')
int nEffectId = GetEventInteger(ev, 1); // effect Id
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').
Example
case EVENT_TYPE_ATTACK_IMPACT: { // decompose the attack impact event int nEffectId = GetEventInteger(ev, 1); // effect Id object oAttacker = GetEventObject(ev, 0); // attacker // decompose the impact effect effect eImpact = GetAttackImpactDamageEffect(oAttacker, nEffectId); object oWeapon = GetEffectObject(eImpact, 0); int nAbility = GetEffectInteger(eImpact, 1); float fDamage = GetEffectFloat(eImpact, 0); int nVfx = GetEffectInteger(eImpact, 0); int nDamageType = GetEffectInteger(eImpact, 2); int nAppearance = GetAppearanceType(oAttacker); break; }