Difference between revisions of "EVENT TYPE COMMAND COMPLETE"

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(links)
Line 9: Line 9:
 
|creatordesc= creature acting
 
|creatordesc= creature acting
 
|int0name= nLastCommand
 
|int0name= nLastCommand
|int0desc= Type of the last command (e.g. COMMAND_TYPE_ATTACKED)
+
|int0desc= Type of the last command ([[COMMAND TYPE*]])
 
|int1name= nStatus
 
|int1name= nStatus
|int1desc= The status of the execution (COMMAND_SUCCESSFUL, etc)
+
|int1desc= The status of the execution ([[COMMAND*]])
 
|int2name= nLastSubCommand
 
|int2name= nLastSubCommand
 
|int2desc= last sub command (ability id if this is an ability command)
 
|int2desc= last sub command (ability id if this is an ability command)

Revision as of 19:30, 2 March 2010

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 (COMMAND TYPE*)
  • Integer 1: The status of the execution (COMMAND*)
  • 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 (COMMAND TYPE*)
int nStatus = GetEventInteger(ev, 1); // The status of the execution (COMMAND*)
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;
}