Difference between revisions of "Manual:DIL Manual/meleeattack()"
		
		
		
		
		
		
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<span id="bfmelee"></span>  | <span id="bfmelee"></span>  | ||
  integer meleeattack ( ch : unitptr, vict : unitptr,  |   integer meleeattack ( ch : unitptr, vict : unitptr,  | ||
| − |                        bonus : integer, wtype : integer )  | + |                        bonus : integer, wtype : integer, primary : integer)  | 
| − |      ch   | + |      ch      : The character which should make an additional attack.  | 
| − |      vict   | + |      vict    : The victim of the attack.  | 
| − |      bonus : Any penalty or bonus added to the attack.  | + |      bonus   : Any penalty or bonus added to the attack.  | 
| − |      wtype : The weapon type of the attack, if a valid type then that is  | + |      wtype   : The weapon type of the attack, if a valid type then that is  | 
| − | + |               used for the attack purpose, otherwise the default weapon/hand  | |
| − | + |               attack is used.  | |
| + |     primary : Used to determine if we should use the primary weapon (wielded)  | ||
| + |               of offhand (held/hand attack).  | ||
     result: 'ch' performs a melee attack (using whatever weapon is wielded  |      result: 'ch' performs a melee attack (using whatever weapon is wielded  | ||
| Line 17: | Line 19: | ||
     If wtype is within a valid weapon range (WPN_XXX) any weapon will  |      If wtype is within a valid weapon range (WPN_XXX) any weapon will  | ||
     be bypassed, and the value will be used as the attacktype. Good  |      be bypassed, and the value will be used as the attacktype. Good  | ||
| − |      for things like "meleeattack(ch, vict, bonus, WPN_CIRCLE_KICK)"  | + |      for things like "meleeattack(ch, vict, bonus, WPN_CIRCLE_KICK, TRUE)"  | 
     if you want person to be able to perform an extra attack even  |      if you want person to be able to perform an extra attack even  | ||
     though wielding a weapon or something. Note that this will require  |      though wielding a weapon or something. Note that this will require  | ||
     BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for  |      BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for  | ||
     it to work.  |      it to work.  | ||
Latest revision as of 04:51, 2 December 2023
integer meleeattack ( ch : unitptr, vict : unitptr,
                     bonus : integer, wtype : integer, primary : integer)
   ch      : The character which should make an additional attack.
   vict    : The victim of the attack.
   bonus   : Any penalty or bonus added to the attack.
   wtype   : The weapon type of the attack, if a valid type then that is
             used for the attack purpose, otherwise the default weapon/hand
             attack is used.
   primary : Used to determine if we should use the primary weapon (wielded)
             of offhand (held/hand attack).
   result: 'ch' performs a melee attack (using whatever weapon is wielded
           or his bare hands) against 'vict'. Returns the amount of damage
           given (-1 is failed).
If wtype is within a valid weapon range (WPN_XXX) any weapon will be bypassed, and the value will be used as the attacktype. Good for things like "meleeattack(ch, vict, bonus, WPN_CIRCLE_KICK, TRUE)" if you want person to be able to perform an extra attack even though wielding a weapon or something. Note that this will require BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for it to work.