EVENT TYPE ATTACK IMPACT
From Dragon Age Toolset Wiki
- Source:
- script.ldf
- Sent when:
- Exact moment of impact
- Sent from:
- Engine
- Sent to:
- Attacking creature or player
- Parameters:
-
- Creator: attacker
- Integer 0: hit result (hit, miss, critical etc')
- Integer 1: effect Id
- Object 0: attacker
- Object 1: target
- Location 0: position
- Location 1: orientation
Usage
case EVENT_TYPE_ATTACK_IMPACT:
{
int nHitResult = GetEventInteger(ev, 0); // hit result (hit, miss, critical etc')
int nEffectId = GetEventInteger(ev, 1); // effect Id
object oAttacker = GetEventObject(ev, 0); // attacker
object oTarget = GetEventObject(ev, 1); // target
location lImpact = GetEventLocation(ev, 0); // position
location lMissile = GetEventLocation(ev, 1); // orientation
// insert event-handling code here
break;
}
{
int nHitResult = GetEventInteger(ev, 0); // hit result (hit, miss, critical etc')
int nEffectId = GetEventInteger(ev, 1); // effect Id
object oAttacker = GetEventObject(ev, 0); // attacker
object oTarget = GetEventObject(ev, 1); // target
location lImpact = GetEventLocation(ev, 0); // position
location lMissile = GetEventLocation(ev, 1); // orientation
// insert event-handling code here
break;
}
An attack has impacted the target. This can be melee (sword hit), ranged (arrow hit) or spell (fireball explodes). Used for applying damage, and handling abilities that function on hit (Berserk etc').
Example
case EVENT_TYPE_ATTACK_IMPACT: { // decompose the attack impact event int nEffectId = GetEventInteger(ev, 1); // effect Id object oAttacker = GetEventObject(ev, 0); // attacker // decompose the impact effect effect eImpact = GetAttackImpactDamageEffect(oAttacker, nEffectId); object oWeapon = GetEffectObject(eImpact, 0); int nAbility = GetEffectInteger(eImpact, 1); float fDamage = GetEffectFloat(eImpact, 0); int nVfx = GetEffectInteger(eImpact, 0); int nDamageType = GetEffectInteger(eImpact, 2); int nAppearance = GetAppearanceType(oAttacker); break; }