EventSpellCastAt
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[edit] EventSpellCastAt(object, int, int)
Creates an event which triggers a "spell cast at" reaction.
event EventSpellCastAt( object oCaster, int nSpell, int bHarmful = TRUE );
[edit] Parameters
oCaster
Caster of the spell.
nSpell
bHarmful
Determines if the spell is harmful to its target. (Default: TRUE)
[edit] Description
Returns an event which triggers the "SpellCastAt" script. nSpell is a constant of OnSpellCastAt script, the parameter bHarmful is returned by GetLastSpell .
[edit] Remarks
This event must then be signaled using SignalEvent .
This doesn't actually cast the spell, it just makes the object that the event is signaled to behave as if it were.
If a spell script doesn't fire any event, then the AI will not even notice a spell was cast (and would only react to damage out of all the effects that could be applied).
[edit] Version
1.64
[edit] Example
// Makes us think that Magic Missile (a hostile spell) was cast // on ourselves, by ourselves. Not a very good example, but it is // one none the less. void main() { // Note: Ususally, this is all used on one line, because it is easier. SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE, TRUE)); }
[edit] See Also
constants: | |
events: |
author: Charles Feduke, editors: Jasperre, Mistress, additional contributors: Jasperre, Lilac Soul, Christopher