Difference between revisions of "Osiris/API/CombatStarted"

From Divinity Engine Wiki
Jump to: navigation, search
m
m
 
(2 intermediate revisions by the same user not shown)
Line 6: Line 6:
 
* '''_CombatID''': A handle that identifies the combat. Should always be > 0.
 
* '''_CombatID''': A handle that identifies the combat. Should always be > 0.
 
===== Notes =====
 
===== Notes =====
* This event can also be thrown for an ongoing combat after one or more participants left. In this case, first a new '''ObjectEnteredCombat''' event will be thrown for every participant still in the combat, followed by a new '''CombatStartedEvent''' with the same _'''CombatID''' as before. During these new '''ObjectEventeredCombat''' events and '''CombatStarted''' event, the combat must again be considered to be not completely initialised yet.
 
 
* This event will also be thrown when two combats are merged.
 
* This event will also be thrown when two combats are merged.
* This event will '''not''' be thrown when an object joins an ongoing combat.
+
* This event will '''not''' be thrown when an object joins or leaves an ongoing combat.
 
===== See Also =====
 
===== See Also =====
* [[Osiris/API/ObjectEnteredCombat]]
+
* [[Osiris/API/ObjectEnteredCombat|ObjectEnteredCombat]]
* [[Osiris/API/ObjectLeftCombat]]
+
* [[Osiris/API/ObjectLeftCombat|ObjectLeftCombat]]
 +
* [[Osiris/API/ObjectReadyInCombat|ObjectReadyInCombat]]
 
   
 
   
[[Category:Osiris Events]]
+
[[Category:Osiris Events|CombatStarted]]

Latest revision as of 15:10, 19 December 2017

Full Definition(s)
  • event CombatStarted((INTEGER)_CombatID)
Description

Thrown once a new combat has started and has been completely initialised. I.e., all initial participants have been added, and combat is ready to start.

Parameters
  • _CombatID: A handle that identifies the combat. Should always be > 0.
Notes
  • This event will also be thrown when two combats are merged.
  • This event will not be thrown when an object joins or leaves an ongoing combat.
See Also