Difference between revisions of "Osiris/API/ObjectEnteredCombat"

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(Osiris Core APIs)
 
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===== Notes =====
 
===== Notes =====
 
* This can be a combat that is still being set up, or an existing combat joined by a character that wandered too close.
 
* This can be a combat that is still being set up, or an existing combat joined by a character that wandered too close.
* If the combat is still being set up, not all information may be available yet (e.g., other initial objects may still be added after this one), and you cannot use APIs such as '''JumpToTurn''' yet. If you wish to perform some action when a combat has completely started, use '''CombatStarted''' instead.
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* If the combat is still being set up, not all information may be available yet (e.g., other initial objects may still be added after this one), and you cannot use APIs such as '''JumpToTurn''' yet. If you wish to perform some action when a combat has completely started, use '''CombatStarted''' instead. Note that if the combat had already been fully setup before (i.e., a [[Osiris/API/CombatStarted|CombatStarted]] even was already thrown for this combat in the past), no new [[Osiris/API/CombatStarted|CombatStarted]] event will be thrown due to this object entering.
 
===== See Also =====
 
===== See Also =====
* [[Osiris/API/CombatStarted]]
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* [[Osiris/API/CombatStarted|CombatStarted]]
* [[Osiris/API/ObjectLeftCombat]]
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* [[Osiris/API/ObjectLeftCombat|ObjectLeftCombat]]
 
   
 
   
 
[[Category:Osiris Events]]
 
[[Category:Osiris Events]]

Revision as of 15:00, 25 August 2017

Full Definition(s)
  • event ObjectEnteredCombat((GUIDSTRING)_Object, (INTEGER)_CombatID)
Description

Thrown when an object (character or item) enters a combat.

Parameters
  • _Object: The object that has entered the combat
  • _CombatID: A handle that identifies the combat. Should always be > 0.
Notes
  • This can be a combat that is still being set up, or an existing combat joined by a character that wandered too close.
  • If the combat is still being set up, not all information may be available yet (e.g., other initial objects may still be added after this one), and you cannot use APIs such as JumpToTurn yet. If you wish to perform some action when a combat has completely started, use CombatStarted instead. Note that if the combat had already been fully setup before (i.e., a CombatStarted even was already thrown for this combat in the past), no new CombatStarted event will be thrown due to this object entering.
See Also