ATTACKER

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The world is split into fixed-size sectors (by default, 64x64 tiles). Environmental settings (light, weather, etc) are stored on a per-sector basis. Accessing sectors in scripts can be accomplished using the SECTOR reference from a character, item or map point object. The following table details the various properties of the sector object in SphereServer:


Properties and Functions

Here is a list of all attacker properties and functions. If a function is marked as readable then it can return a value when used as <KEY>. Click on the name for more detailed information such as usage and examples.

This parameters must use with ATTACKER.

Name Read/Write Description
R Gets the number of opponents who have damaged the character.
n R Gets the UID of the nth opponent who has damaged the character. (zero-based)
LAST R Gets the UID of the opponent who most recently damaged the character.
MAX R Gets the UID of the opponent who has dealt the most damage to the character.
n.DAMAGE R Gets the amount of damage that the nth opponent has dealt to the character. (zero-based)
n.ELAPSED R Gets the length of time since the nth opponent has damaged the character, in seconds. (zero-based)
n.UID RW Gets the UID of the nth opponent who has damaged the character. (zero-based)


Examples

The following examples are about attacker.


ATTACKER


[Events e_example]
On=@Death
    SERV.LOG Number Of Attacker: <attacker>

You will see number of attacker output to the console.


ATTACKER.n[.UID]


[Events e_example]
On=@Death
    SERV.LOG First Attacker: <uid.<attacker.0>.name>
    SERV.LOG Fourth Attacker: <uid.<attacker.3.uid>.name>

You will see first and fourth attackers output to the concole.

OR

[Events e_example]
On=@Death
    for 0 <eval <ATTACKER>-1>
        SERV.LOG <eval <DLOCAL._FOR>+1>. Attacker: <uid.<attacker.<dlocal._for>>.name>
    endfor

You will see all attackers output to the console.


ATTACKER.LAST


[Events e_example]
On=@Death
    SERV.LOG Last Attacker: <uid.<attacker.last>.name>

You will see last attacker output to the console.


ATTACKER.MAX


[Events e_example]
On=@Death
    SERV.LOG Max Attacker: <uid.<attacker.max>.name>

You will see the attacker who dealt the most damage to the character output to the console.


ATTACKER.n.DAMAGE


[Events e_example]
On=@Death
    SERV.LOG Damage from first player: <attacker.0.damage>

You will see amount of damage which first attacker has dealt output to the console.


ATTACKER.n.ELAPSED


[Events e_example]
On=@Death
    SERV.LOG Attack time of the first player: <attacker.0.elapsed>

You will see the length of time since the first opponent has damaged output to the console.