EVENT TYPE ATTACK IMPACT

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Revision as of 23:19, 1 May 2011 by Noob766 (Talk | contribs) (A couple of the integers aren't acurate.)

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Source:
script.ldf
Sent when:
Exact moment of impact
Sent from:
Engine
Sent to:
Attacking creature or player
Parameters:

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
effect  eImpactEffect = GetAttackImpactDamageEffect(oAttacker,nEffectId);
object oWeapon = GetEffectObject(eImpactEffect,0);
int nApp = GetAppearanceType(oAttacker);
int nAbility = GetEffectInteger(eImpactEffect,1);
float fDamage = GetEffectFloat(eImpactEffect,0);
int nVfx = GetEffectInteger(eImpactEffect,0);
int nDamageType = GetEffectInteger(eImpactEffect, 2);


// 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').