Difference between revisions of "EVENT TYPE ABILITY CAST IMPACT"
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{{event | {{event | ||
+ | |sourcefile=script.ldf | ||
|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) | |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) | ||
|to={{undocumented}} | |to={{undocumented}} |
Revision as of 20:35, 30 July 2009
- 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)
- Sent from:
- engine
- Sent to:
- [Undocumented]
- Parameters:
- None.
Usage
case EVENT_TYPE_ABILITY_CAST_IMPACT:
{
object oItem = GetEventObject(ev, 1); // the item used to cast the ability (optional)
object oTarget = GetEventObject(ev, 2); // the object that the ability was targeted>
// insert event-handling code here
break;
}
{
object oItem = GetEventObject(ev, 1); // the item used to cast the ability (optional)
object oTarget = GetEventObject(ev, 2); // the object that the ability was targeted>
// insert event-handling code here
break;
}
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.