Difference between revisions of "EVENT TYPE ITEM ONHIT"
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{{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 ( | + | |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: | |
− | + | <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> | |
− | + |
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:
-
- Creator: [Undocumented]
- Target: [Undocumented]
- Integer 0: [Undocumented]
- Integer 1: [Undocumented]
- Object 0: [Undocumented]
- Object 1: [Undocumented]
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;
}
{
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>