ATTACKER
__Forecast__
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. For examples, please go Examples.
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 | R | 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.