Difference between revisions of "Osiris/API/CharacterReceivedDamage"

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(Documented CharacterReceivedDamage)
 
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===== Parameters =====
 
===== Parameters =====
 
* '''_Character''': The character that was damaged.
 
* '''_Character''': The character that was damaged.
* '''_Percentage''': The the percentage of vitality/hit points that were removed by this damage event.
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* '''_Percentage''': The percentage of vitality/hit points that was removed by this damage event.
 
* '''_Source''': The GUID of the character or item that caused the damage. In case the damage is caused by a surface, this will be the creator of said surface (can be NULL if the game cannot determine the party responsible, e.g. if you are damaged by a static fire surface that was painted in the editor).
 
* '''_Source''': The GUID of the character or item that caused the damage. In case the damage is caused by a surface, this will be the creator of said surface (can be NULL if the game cannot determine the party responsible, e.g. if you are damaged by a static fire surface that was painted in the editor).
 
===== Notes =====
 
===== Notes =====

Revision as of 17:24, 23 November 2017

Full Definition(s)
  • event CharacterReceivedDamage((CHARACTERGUID)_Character, (INTEGER)_Percentage, (GUIDSTRING)_Source)
Description

Thrown when a character receives damage from an attack or an environmental effect such as a surface.

Parameters
  • _Character: The character that was damaged.
  • _Percentage: The percentage of vitality/hit points that was removed by this damage event.
  • _Source: The GUID of the character or item that caused the damage. In case the damage is caused by a surface, this will be the creator of said surface (can be NULL if the game cannot determine the party responsible, e.g. if you are damaged by a static fire surface that was painted in the editor).
Notes
  • This event is thrown even if _Percentage 0.0, i.e., if all damage was blocked by armor or because _Character is immune to the damage type.
  • This event is not thrown if the "damage" healed _Character; in that case, a corresponding HEAL status will be applied to _Character instead.
See Also
  • /