Difference between revisions of "EVENT TYPE COMMAND COMPLETE"

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(add parameters from saicommand.cpp)
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|object2desc=the path object if the path is blocked by an interactive object
 
|object2desc=the path object if the path is blocked by an interactive object
 
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[[Category:Event types|COMMAND_COMPLETE]]
 +
[[Category:Creature events|COMMAND_COMPLETE]]

Revision as of 20:16, 3 January 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 (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;
}