Difference between revisions of "Category:LSL Combat2"

From Second Life Wiki
Jump to navigation Jump to search
(Flesh out the page a bit more, capturing a single sentence of each to provide an overview)
(Add Combat Log to additional)
Line 7: Line 7:
High Level Feature
High Level Feature


Putting It All Togethe
Putting It All Together




Line 24: Line 24:
Functions:
Functions:


* [[llAdjustDamage]] — Modifies the amount of damage that will be applied by the current on_damage event after it has completed processing.
* [[llAdjustDamage]] — Modifies the amount of damage that will be applied by the current [[on_damage]] event after it has completed processing.
* [[llDamage]] — Delivers damage to tasks and agent in the same region.
* [[llDamage]] — Delivers damage to tasks and agent in the same region.
* [[llDetectedDamage]] — Returns a list containing pending damage information.
* [[llDetectedDamage]] — Returns a list containing pending damage information.
Line 34: Line 34:


* [[on_damage]] — Triggered when damage has been inflicted on an avatar or task in the world but before damage has been applied or distributed.
* [[on_damage]] — Triggered when damage has been inflicted on an avatar or task in the world but before damage has been applied or distributed.
* [[final_damage]] — Triggered after after all on_damage events in all scripts and attachments have processed and damage has been applied to the avatar or distributed to all seated avatars.
* [[final_damage]] — Triggered after after all [[on_damage]] events in all scripts and attachments have processed and damage has been applied to the avatar or distributed to all seated avatars.
* [[on_death]] — Triggered on all attachments worn by an avatar when that avatar's health reaches 0.
* [[on_death]] — Triggered on all attachments worn by an avatar when that avatar's health reaches 0.


Line 55: Line 55:
** [[REZ_DAMAGE]] — The amount of damage applied to an agent upon collision with this object.
** [[REZ_DAMAGE]] — The amount of damage applied to an agent upon collision with this object.
** [[REZ_DAMAGE_TYPE]] — The damage type to apply when this prim collides with another object.
** [[REZ_DAMAGE_TYPE]] — The damage type to apply when this prim collides with another object.
* Combat Log
** [[COMBAT_CHANNEL]] — Channel reserved for combat related log events broadcast to the entire region.
** [[COMBAT_LOG_ID]] — Scripts may filter [[llListen]] calls on this ID to receive only system generated combat log messages.

Revision as of 04:52, 13 May 2024

Linden Combat 2

Description

High Level Feature

Putting It All Together




There are two regions on the beta grid open and available for testing:




Functions:

  • llAdjustDamage — Modifies the amount of damage that will be applied by the current on_damage event after it has completed processing.
  • llDamage — Delivers damage to tasks and agent in the same region.
  • llDetectedDamage — Returns a list containing pending damage information.
  • llDetectedRezzer — Returns a key that is the UUID of the object or avatar that rezzed the detected object number.
  • llGetHealth — Returns the current health of an avatar or object in the region.


Events:

  • on_damage — Triggered when damage has been inflicted on an avatar or task in the world but before damage has been applied or distributed.
  • final_damage — Triggered after after all on_damage events in all scripts and attachments have processed and damage has been applied to the avatar or distributed to all seated avatars.
  • on_death — Triggered on all attachments worn by an avatar when that avatar's health reaches 0.


Additional:

  • llGetEnv
    • "allow_damage_adjust" — Are scripts allowed to adjust damage.
    • "restrict_combat_log" — Are scripts allowed to write to the combat log.
    • "restore_health" — Is health reset to 100% on death.
    • "invulnerability_time" — Invulnerablitiy time applied after avatar death.
    • "damage_throttle" — The maximum number of points of damage a single source may inflict on a target per second.
    • "health_regen_rate" — The speed of health regeneration in hitpoints per second.
    • "death_action" — Set the action to take when an avatar dies in the region.
  • llGetObjectDetails
    • OBJECT_HEALTH — Retrieves the health of an avatar or prim.
    • OBJECT_DAMAGE — Retrieves the amount of damage a prim inflicts on collision.
    • OBJECT_DAMAGE_TYPE — Retrieves the type of damage a prim inflicts on collision.
  • llRezObjectWithParams
    • REZ_DAMAGE — The amount of damage applied to an agent upon collision with this object.
    • REZ_DAMAGE_TYPE — The damage type to apply when this prim collides with another object.
  • Combat Log
    • COMBAT_CHANNEL — Channel reserved for combat related log events broadcast to the entire region.
    • COMBAT_LOG_ID — Scripts may filter llListen calls on this ID to receive only system generated combat log messages.