Difference between revisions of "Osiris/API/CreateExplosion"
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===== Notes ===== | ===== Notes ===== | ||
+ | * Do not forget to add the '''Projectile_''' or '''ProjectileStrike_''' prefix to the skill name from the [[Skill_creation|stats]]. | ||
* If '''_Target''' is an item, the projectile impact is at half the height of the item. If the item is in a container or character's inventory, the impact will be at the location and half the height of that container/character instead. | * If '''_Target''' is an item, the projectile impact is at half the height of the item. If the item is in a container or character's inventory, the impact will be at the location and half the height of that container/character instead. | ||
* If '''_Target''' is a trigger, the projectile impact is at the [[Osiris/API/GetPosition|Position]] of the trigger. | * If '''_Target''' is a trigger, the projectile impact is at the [[Osiris/API/GetPosition|Position]] of the trigger. | ||
− | * If ''' | + | * If '''_Target''' has any other type, including ''CHARACTERGUID'', this call will not do anything. Use [[Osiris/API/GetPosition|GetPosition]] in combination with [[Osiris/API/CreateExplosionAtPosition|CreateExplosionAtPosition]] instead in that case. |
− | * If '''_SkillID''' is not a projectile | + | * If '''_SkillID''' is not a projectile nor projectile strike skill, this call will not do anything. |
* If '''_CasterLevel''' is <= 0, it will be set to the level of the trigger/item. If those are also <= 0, then the level trigger they are in will be used, if any (in case of an item in a container/inventory, the level trigger around that container/character will be used). If there was no level trigger or the result is still <= 0, then the level defined in the stats for the skill will be used. If that too does not exist or is <= 0, then this call will not do anything. | * If '''_CasterLevel''' is <= 0, it will be set to the level of the trigger/item. If those are also <= 0, then the level trigger they are in will be used, if any (in case of an item in a container/inventory, the level trigger around that container/character will be used). If there was no level trigger or the result is still <= 0, then the level defined in the stats for the skill will be used. If that too does not exist or is <= 0, then this call will not do anything. | ||
===== See Also ===== | ===== See Also ===== |
Latest revision as of 13:47, 25 February 2018
Full Definition(s)
- call CreateExplosion((GUIDSTRING)_Target, (STRING)_SkillID, (INTEGER)_CasterLevel)
Description
Shoots the projectile or projectile strike _SkillID at _Target as if it was cast by a caster of level _CasterLevel.
Notes
- Do not forget to add the Projectile_ or ProjectileStrike_ prefix to the skill name from the stats.
- If _Target is an item, the projectile impact is at half the height of the item. If the item is in a container or character's inventory, the impact will be at the location and half the height of that container/character instead.
- If _Target is a trigger, the projectile impact is at the Position of the trigger.
- If _Target has any other type, including CHARACTERGUID, this call will not do anything. Use GetPosition in combination with CreateExplosionAtPosition instead in that case.
- If _SkillID is not a projectile nor projectile strike skill, this call will not do anything.
- If _CasterLevel is <= 0, it will be set to the level of the trigger/item. If those are also <= 0, then the level trigger they are in will be used, if any (in case of an item in a container/inventory, the level trigger around that container/character will be used). If there was no level trigger or the result is still <= 0, then the level defined in the stats for the skill will be used. If that too does not exist or is <= 0, then this call will not do anything.