Difference between revisions of "EVENT TYPE ABILITY CAST IMPACT"

From Dragon Age Toolset Wiki
Jump to: navigation, search
(split from event)
 
m (Updating template)
 
(7 intermediate revisions by 3 users not shown)
Line 1: Line 1:
*<b>Sent When:</b> Fires for the moment of impact for every ability. This is where damage should be applied, fireballs explode, enemies get poisoned etc. We assume that stamina/mana have been deducted when the ability was triggered (COMMAND_PENDING stage)  
+
{{event
*<b>Sent From: engine</b>
+
|sourcefile    = script.ldf
*<b>Sent To:</b>
+
|sourcemodule  =
 
+
|sortkey      = ABILITY_CAST_IMPACT
Parameters:
+
|when          = Fires for the moment of impact for every ability. This is where damage should be applied, fireballs explode, enemies get poisoned etc. We assume that stamina/mana have been deducted when the ability was triggered (COMMAND_PENDING stage). For melee talents, this event fires if the associated animations has an "Ability cast impact" event assigned to it (see [[Animation blend tree editor#Event editor]]).
 
+
|to            = ability_core
*Object 1 - the item used to cast the ability (optional)
+
|from          = engine
*Object 2 - the object that the ability was targeted
+
|object0name  = oEventObjectId
 
+
|object0desc  =
note: in case of a projectile impact, there might be more than one target (object 2+...) this allows doing things like lightning bolts going through targets, but this is not currently made use of in Dragon Age.
+
|object1name  = oItem
 
+
|object1desc  = (optional) the item used to cast the ability or [[OBJECT_INVALID keyword|OBJECT_INVALID]]
[[Category:Event types|ABILITY_CAST_IMPACT]]
+
|object2name  = oTarget
 +
|object2desc  = the object that the ability was targeted
 +
|int0name      = nAbilityId
 +
|int0desc      =
 +
|int1name      = nResitanceCheckResult
 +
|int1desc      =
 +
|location0name = lPosition
 +
|location0desc =
 +
|location1name =lAnimBaseOrientation
 +
|location1desc =
 +
}}
 +
== Remarks ==
 +
In case of a projectile impact, there might be more than one target (object 2+...) this allows doing things like lightning bolts going through targets, but this is not currently made use of in Dragon Age.

Latest revision as of 18:55, 21 August 2011

Source:
script.ldf
Sent when:
Fires for the moment of impact for every ability. This is where damage should be applied, fireballs explode, enemies get poisoned etc. We assume that stamina/mana have been deducted when the ability was triggered (COMMAND_PENDING stage). For melee talents, this event fires if the associated animations has an "Ability cast impact" event assigned to it (see Animation blend tree editor#Event editor).
Sent from:
engine
Sent to:
ability_core
Parameters:

Usage

case EVENT_TYPE_ABILITY_CAST_IMPACT:
{
int nAbilityId = GetEventInteger(ev, 0); //
int nResitanceCheckResult = GetEventInteger(ev, 1); //
object oEventObjectId = GetEventObject(ev, 0); //
object oItem = GetEventObject(ev, 1); // (optional) the item used to cast the ability or OBJECT_INVALID
object oTarget = GetEventObject(ev, 2); // the object that the ability was targeted>
location lPosition = GetEventLocation(ev, 0); //
location lAnimBaseOrientation = GetEventLocation(ev, 1); //

// insert event-handling code here

break;
}

Remarks

In case of a projectile impact, there might be more than one target (object 2+...) this allows doing things like lightning bolts going through targets, but this is not currently made use of in Dragon Age.