Difference between revisions of "EffectHeal"

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{{dafunction
 
{{dafunction
|name=EffectHeal
+
|name         = EffectHeal
|brief=Returns an effect which heals an object.
+
|brief         = Returns an effect which heals an object.
|param1type=float
+
|param1type   = float
|param1name=fValue
+
|param1name   = fValue
|param1desc=The amount of health.
+
|param1desc   = The amount of health.
|param1default=
+
|param1default =  
|param2type=int
+
|param2type   = int
|param2name=bIgnoreBloodMagic
+
|param2name   = bIgnoreBloodMagic
|param2desc=Whether or not ignore Blood Magic OR whether or not to resurrect and heal dead creatures (the description is somewhat contradictory).
+
|param2desc   = Whether or not ignore Blood Magic OR whether or not to resurrect and heal dead creatures (the description is somewhat contradictory).
|param2default=FALSE
+
|param2default = FALSE
|returntype=void
+
|returntype   = void
|returndesc=Returns a valid effect of type EFFECT_TYPE_HEALHEALTH
+
|returndesc   = Returns a valid effect of type [[EFFECT_TYPE_*|EFFECT_TYPE_HEALHEALTH]]
|sourcefile=effect_heal_h
+
|sourcefile   = effect_heal_h
|sourcemodule=
+
|sourcemodule = Core Game Resources
 
}}
 
}}
 
 
== Description ==
 
== Description ==
 
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. -->
 
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. -->
 
Constructor for the heal health effect.
 
Constructor for the heal health effect.
 +
 
When applied to an object, this effect restores the given amount of health to the object. The object’s health will not be raised above its maximum health.
 
When applied to an object, this effect restores the given amount of health to the object. The object’s health will not be raised above its maximum health.
 
If the object is a creature which is dead no health will be healed unless bHealIfDead is TRUE, in which case the creature will be resurrected and healed.
 
If the object is a creature which is dead no health will be healed unless bHealIfDead is TRUE, in which case the creature will be resurrected and healed.
  
 
You should take a look at spell_drainlife.nss to see how this works.
 
You should take a look at spell_drainlife.nss to see how this works.
 
 
<!-- == Remarks == -->
 
<!-- == Remarks == -->
 
<!-- This section contains additional comments, observations and known issues. -->
 
<!-- This section contains additional comments, observations and known issues. -->
 
 
<!-- == Examples == -->
 
<!-- == Examples == -->
 
<!-- This section contains examples transcluded from the snippet library. -->
 
<!-- This section contains examples transcluded from the snippet library. -->
 
 
<!-- == See also == -->
 
<!-- == See also == -->
 
<!-- This section contains links to articles, functions or constant groups. -->
 
<!-- This section contains links to articles, functions or constant groups. -->
 
 
[[Category: Effect access functions]]
 
[[Category: Effect access functions]]

Revision as of 23:12, 31 August 2011

Returns an effect which heals an object.

void EffectHeal(
float fValue,
int bIgnoreBloodMagic = FALSE
);
Parameters:
fValue
The amount of health.
bIgnoreBloodMagic
Whether or not ignore Blood Magic OR whether or not to resurrect and heal dead creatures (the description is somewhat contradictory).
Returns:

Nothing.

Source:

Core Game Resources.effect_heal_h

Description

Constructor for the heal health effect.

When applied to an object, this effect restores the given amount of health to the object. The object’s health will not be raised above its maximum health. If the object is a creature which is dead no health will be healed unless bHealIfDead is TRUE, in which case the creature will be resurrected and healed.

You should take a look at spell_drainlife.nss to see how this works.