Difference between revisions of "EVENT TYPE COMMAND COMPLETE"
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BryanDerksen (Talk | contribs) (update template) |
BryanDerksen (Talk | contribs) (add parameters from saicommand.cpp) |
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|int1desc= The status of the execution (COMMAND_SUCCESSFUL, etc) | |int1desc= The status of the execution (COMMAND_SUCCESSFUL, etc) | ||
|int2name= nLastSubCommand | |int2name= nLastSubCommand | ||
− | |int2desc= last sub command | + | |int2desc= last sub command (ability id if this is an ability command) |
− | |object0name = | + | |object0name= |
− | |object0desc= The target that command was applied to | + | |object0desc= creature acting |
+ | |object1name = oTarget | ||
+ | |object1desc= The target that command was applied to | ||
+ | |object2name=oBlocker | ||
+ | |object2desc=the path object if the path is blocked by an interactive object | ||
}} | }} |
Revision as of 21:34, 20 August 2009
- Source:
- script.ldf
- Sent when:
- creature finishes doing a command(attack, special ability, spell, conversation, etc)
- Sent from:
- Engine
- Sent to:
- creatures, player
- Parameters:
-
- Creator: creature acting
- Integer 0: Type of the last command (e.g. COMMAND_TYPE_ATTACKED)
- Integer 1: The status of the execution (COMMAND_SUCCESSFUL, etc)
- Integer 2: last sub command (ability id if this is an ability command)
- Object 0: creature acting
- Object 1: The target that command was applied to
- Object 2: the path object if the path is blocked by an interactive object
Usage
case EVENT_TYPE_COMMAND_COMPLETE:
{
object oActor = GetEventCreator(ev); // creature acting
int nLastCommand = GetEventInteger(ev, 0); // Type of the last command (e.g. COMMAND_TYPE_ATTACKED)
int nStatus = GetEventInteger(ev, 1); // The status of the execution (COMMAND_SUCCESSFUL, etc)
int nLastSubCommand = GetEventInteger(ev, 2); // last sub command (ability id if this is an ability command)
object oTarget = GetEventObject(ev, 1); // The target that command was applied to
object oBlocker = GetEventObject(ev, 2); // the path object if the path is blocked by an interactive object>
// insert event-handling code here
break;
}
{
object oActor = GetEventCreator(ev); // creature acting
int nLastCommand = GetEventInteger(ev, 0); // Type of the last command (e.g. COMMAND_TYPE_ATTACKED)
int nStatus = GetEventInteger(ev, 1); // The status of the execution (COMMAND_SUCCESSFUL, etc)
int nLastSubCommand = GetEventInteger(ev, 2); // last sub command (ability id if this is an ability command)
object oTarget = GetEventObject(ev, 1); // The target that command was applied to
object oBlocker = GetEventObject(ev, 2); // the path object if the path is blocked by an interactive object>
// insert event-handling code here
break;
}