Difference between revisions of "EVENT TYPE ITEM ONHIT"

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(found in rules_core)
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{{needs review}}
 
{{needs review}}
 
{{event
 
{{event
|sourcefile=script.ldf
+
|sourcefile   = script.ldf
|when= This event is only ever processed in [[GM_COMBAT]]. That means that NPCs fighting NPCs while not visible to the player (shouldn't ever happen anyway) will not trigger OnHit item abilities.
+
|sourcemodule =
|from=
+
|sortkey      = ITEM_ONHIT
|to=
+
|when         = This event is only ever processed in [[GM_*|GM_COMBAT]]. That means that NPCs fighting NPCs while not visible to the player (should never happen anyway) will not trigger OnHit item abilities.
|creatorname=oAttacker
+
|from         =  
|creatordesc=
+
|to           =
|object0name=oAttacker
+
|tocategory1  =
|int0name=iEffect
+
|tocategory2  =  
|int0desc=
+
|creatorname = oAttacker
|int1name=iPower
+
|creatordesc =
|int1desc=
+
|object0name = oAttacker
|object1name=oItem
+
|object0desc  = {{undocumented}}
|object1desc=
+
|int0name     = iEffect
|targetname=oTarget
+
|int0desc     = {{undocumented}}
|targetdesc=
+
|int1name     = iPower
 +
|int1desc     = {{undocumented}}
 +
|object1name = oItem
 +
|object1desc = {{undocumented}}
 +
|targetname   = oTarget
 +
|targetdesc   = {{undocumented}}
 
}}
 
}}
 
+
== Remarks ==
relevant eclipse engine code
+
Relevant Eclipse engine code:
 
+
<cpp>
:pAttackerOnHitEvent->SetCreator(nAttackerId);
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    pAttackerOnHitEvent->SetCreator(nAttackerId);
:pAttackerOnHitEvent->SetObjectId(0, nAttackerId);
+
    pAttackerOnHitEvent->SetObjectId(0, nAttackerId);
:pAttackerOnHitEvent->SetInteger(0, pAttackerItem->GetOnHitEffectId());
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    pAttackerOnHitEvent->SetInteger(0, pAttackerItem->GetOnHitEffectId());
:pAttackerOnHitEvent->SetInteger(1, pAttackerItem->GetOnHitPower());
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    pAttackerOnHitEvent->SetInteger(1, pAttackerItem->GetOnHitPower());
:pAttackerOnHitEvent->SetObjectId(1, pAttackerItem->GetId());
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    pAttackerOnHitEvent->SetObjectId(1, pAttackerItem->GetId());
:pAttackerOnHitEvent->SetTarget(a_pEventData->m_nTargetId);
+
    pAttackerOnHitEvent->SetTarget(a_pEventData->m_nTargetId);
 
+
</cpp>
[[Category:Event types|ITEM_ONHIT]]
+

Latest revision as of 19:11, 21 August 2011

The documentation on this page is incomplete, obsolete, or otherwise in need of a thorough review. The current content may provide a good starting point for this, but do not rely on its accuracy when using it to design content.

Source:
script.ldf
Sent when:
This event is only ever processed in GM_COMBAT. That means that NPCs fighting NPCs while not visible to the player (should never happen anyway) will not trigger OnHit item abilities.
Sent from:
Sent to:
Parameters:

Usage

case EVENT_TYPE_ITEM_ONHIT:
{
object oAttacker = GetEventCreator(ev); //
object oTarget = GetEventTarget(ev); // [Undocumented]
int iEffect = GetEventInteger(ev, 0); // [Undocumented]
int iPower = GetEventInteger(ev, 1); // [Undocumented]
object oAttacker = GetEventObject(ev, 0); // [Undocumented]
object oItem = GetEventObject(ev, 1); // [Undocumented]

// insert event-handling code here

break;
}

Remarks

Relevant Eclipse engine code: <cpp>

   pAttackerOnHitEvent->SetCreator(nAttackerId);
   pAttackerOnHitEvent->SetObjectId(0, nAttackerId);
   pAttackerOnHitEvent->SetInteger(0, pAttackerItem->GetOnHitEffectId());
   pAttackerOnHitEvent->SetInteger(1, pAttackerItem->GetOnHitPower());
   pAttackerOnHitEvent->SetObjectId(1, pAttackerItem->GetId());
   pAttackerOnHitEvent->SetTarget(a_pEventData->m_nTargetId);

</cpp>