Difference between revisions of "EffectImpact"
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BryanDerksen (Talk | contribs) m (1 revision: Importing auto-generated function articles) |
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|param1name=fDamage | |param1name=fDamage | ||
|param1desc=Amount of damage to be applied | |param1desc=Amount of damage to be applied | ||
+ | |param1default= | ||
|param2type=object | |param2type=object | ||
|param2name=oWeapon | |param2name=oWeapon | ||
|param2desc=Weapon that applies the damage | |param2desc=Weapon that applies the damage | ||
+ | |param2default= | ||
|param3type=int | |param3type=int | ||
|param3name=nVfx | |param3name=nVfx | ||
|param3desc=Impact VFX to play. Default of 0 is no impact VFX | |param3desc=Impact VFX to play. Default of 0 is no impact VFX | ||
+ | |param3default=0 | ||
|param4type=int | |param4type=int | ||
|param4name=nAbi | |param4name=nAbi | ||
|param4desc=Ability (default is invalid ability) | |param4desc=Ability (default is invalid ability) | ||
+ | |param4default=0 | ||
|param5type=int | |param5type=int | ||
|param5name=nDamageType | |param5name=nDamageType | ||
|param5desc=Damage Type to be applied (Physical, Fire): Default of 1 is physical | |param5desc=Damage Type to be applied (Physical, Fire): Default of 1 is physical | ||
+ | |param5default=1 | ||
|returntype=effect | |returntype=effect | ||
|returndesc= | |returndesc= |
Revision as of 23:08, 31 July 2009
This page was generated by Sunjammer's Dragon Age Script Parser.
The parser was unable to extract and/or match all the information required and has flagged this page as containing one or more errors. The source file was not formatted correctly and the information presented is incomplete or incorrect.
This page must be reviewed by a knowledgeable scripter as it will need to be updated. Once identified, the issue in the source file should be reported to BioWare.
Please remove the {{Generated with errors}} tag once the page has been corrected.
EffectImpact Constructor.
effect EffectImpact(
float fDamage,
object oWeapon,
int nVfx = 0,
int nAbi = 0,
int nDamageType = 1
);
float fDamage,
object oWeapon,
int nVfx = 0,
int nAbi = 0,
int nDamageType = 1
);
- Parameters:
- fDamage
- Amount of damage to be applied
- oWeapon
- Weapon that applies the damage
- nVfx
- Impact VFX to play. Default of 0 is no impact VFX
- nAbi
- Ability (default is invalid ability)
- nDamageType
- Damage Type to be applied (Physical, Fire): Default of 1 is physical
- Returns:
- [Undocumented]
- Source:
- script.ldf
Description
EffectImpact Constructor.