Talk:Combat Log

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Damageable Object Deaths

DAMAGEABLE objects don't generate system messages when their health is reduced to 0 as the health is entirely managed and responsibility of the script with the damage processing events.

Thus, I propose that the community generates synthetic death messages. It should follow the same message format as the existing one but with the name being OBJECT_DEATH, thus:

JSON structure of a OBJECT_DEATH event
Key Value Description
"event" "OBJECT_DEATH" Object-generated message written into the COMBAT_CHANNEL declaring that the object had died
"type" JSON_NUMBER DAMAGE_TYPE_* or any number defined by the scripter of the damage source
"source" JSON_STRING UUID key of damage source
"source_pos" JSON_ARRAY Array representing the position of the damage source
"target" JSON_STRING UUID key of damage target
"target_pos" JSON_ARRAY Array representing the position of the damage target
"owner" JSON_STRING UUID key of damage source owner
"rezzer" JSON_STRING UUID key of damage source rezzer

OBJECT_DEATH is specifically about the main damageable object. Not for sub-damageable parts (e.g. no OBJECT_DEATH messages for a damageable door on a damageable car; No OBJECT_DEATH message for parts of armor or equipment on an avatar).

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I'm going to add this to the page as well I think at the end. I feel it's quite important to note and a very good combat log message to have.

-- Nexii Malthus 22:34, 11 August 2024 (PDT)