Difference between revisions of "Manual:DIL Manual/meleeattack()"

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(XML import)
 
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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   : The character which should make an additional attack.
+
     ch     : The character which should make an additional attack.
−
     vict : The victim of the attack.
+
     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
+
              used for the attack purpose, otherwise the default weapon/hand
−
            attack is used.
+
              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.

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.