Difference between revisions of "Talk:OnHit - ObjectReference"
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As is, the information given is completely contradictory to basically everything else on this wiki concerning Papyrus's type system, and contradictory to other content in this very article. I'm removing it until it can be verified and ''clearly and coherently'' explained. [[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 2021-03-03T17:45:19 (EST) | As is, the information given is completely contradictory to basically everything else on this wiki concerning Papyrus's type system, and contradictory to other content in this very article. I'm removing it until it can be verified and ''clearly and coherently'' explained. [[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 2021-03-03T17:45:19 (EST) | ||
--The last note you removed about the aksource thing could've been written a little better indeed, but I'm 100% sure the contributor was saying that using aksource = weapon is incorrect and will cause a compiler error as it's incorrect syntax for the condition statement and you must either cast to the type or use a comparison operation("==").--[[User:Rasikko|Rasikko]] ([[User talk:Rasikko|talk]]) 2021-03-04T00:08:54 (EST) |
Revision as of 00:08, 4 March 2021
Damage and Application
It seems that the script runs after damage is applied. Is there no functionality in the CK right now to be able to detect the amount of damage, and manipulate it before it's applied? That would be really nice. I've been thinking of ways to achieve this. Trying to use perks with the "Mod Incoming Damage" entry point is a step in the right direction (as it manipulates damage before it's applied), but it still doesn't seem that we have access to the incoming damage to be able to store it in a variable.
The method I've had to use is to run an OnUpdate event block updating a variable with the target's health, then store the new health total in an OnHit event block, and subtract one from the other to find the "damage." But this seems so unsatisfying and imprecise, and only "manipulates" damage after it's been applied. It feels like Ghetto script. I don't like running OnUpdate blocks unless I have to.
So, the question is: Is there something I'm missing that might help? --Doulos 21:47, 6 March 2012 (EST)
Projectile
Can anyone confirm that akProjectile is equal to None when an NPC fires an arrow at the player. I have a RefAlias on the player and the akProjectile is always None, even when the player is hit with arrows. Might have something to do with NPCs not using real ammo. --Nitor
- Yes, it's the same for me. But you can also use the following to determine whether an arrow was used or not:
Event OnHit(ObjectReference Attacker, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
if((attacker as actor).getequippeditemtype(0) != 7)
; do something
endif
EndEvent
- -- Kahmul 15:54, 11 April 2012 (EDT)
Thanks to Kahmul the following seams to work well (as akProjectile doesn't actually mean arrows)
Event OnHit(ObjectReference Attacker, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
PlayerRef = Game.GetPlayer()
Bool boHitByMagic = FALSE ; True if likely hit by Magic attack.
Bool boHitByMelee = FALSE ; True if likely hit by Melee attack.
Bool boHitByRanged = FALSE ; True if likely his by Ranged attack.
IF akAggressor != PlayerRef && PlayerRef.IsInCombat() && akAggressor.IsHostileToActor(PlayerRef)
; The above is really to rule out run of the mill physical traps.
IF ((akAggressor .GetEquippedItemType(0) == 8) || (akAggressor .GetEquippedItemType(1) == 8) \
|| (akAggressor .GetEquippedItemType(0) == 9) || (akAggressor .GetEquippedItemType(1) == 9)) && akProjectile != None
boHitByMagic = TRUE
ELSEIF (akAggressor .GetEquippedItemType(0) != 7) && akProjectile == None
boHitByMelee = TRUE
ELSEIF (akAggressor .GetEquippedItemType(0) == 7)
boHitByRanged = TRUE
ENDIF
ENDIF
- -- Leon Fenten 01:30, 14th May 2012
What is going on with the Example section?
Okay, uh, I'm gonna be blunt. Most of the stuff in the "example" section makes no sense. It's essentially claiming that both of the following are true at the same time:
- When multiple OnHit events are generated by an enchanted weapon, the akSource argument is always the weapon.
- When multiple OnHit events are generated by an enchanted weapon, the akSource argument is only the weapon once, and the others are the enchantments... but they test as weapons, even though they're not only not weapons, but also verifiably not the actual weapon being used.
Not to mention the fact that the last example should be completely wrong: we're casting a variable to a Weapon form and then comparing it to an Enchantment form. If Papyrus variables for weapons with predefined enchantments auto-cast to those enchantments (why would they?!), then this would match all of the OnHit events for an enchanted weapon; if they don't cast like that, then it would match no events.
As is, the information given is completely contradictory to basically everything else on this wiki concerning Papyrus's type system, and contradictory to other content in this very article. I'm removing it until it can be verified and clearly and coherently explained. DavidJCobb (talk) 2021-03-03T17:45:19 (EST) --The last note you removed about the aksource thing could've been written a little better indeed, but I'm 100% sure the contributor was saying that using aksource = weapon is incorrect and will cause a compiler error as it's incorrect syntax for the condition statement and you must either cast to the type or use a comparison operation("==").--Rasikko (talk) 2021-03-04T00:08:54 (EST)