DoStaticEffect | ||
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Prototype | DoStaticEffect( int targThing, short Effect, UCHAR speed, UCHAR loop, UCHAR targType ); | |
Purpose | Does a static effect for a char (first prototype) or for an item (second prototype) When targType == 0 it's a char, when == 1 it's an item | |
Example of Usage | DoStaticEffect( srcChar, 0x376A, 9, 6, 0 ); |
DoMovingEffect | ||
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Prototype | DoMovingEffect( srcObject, trgObject, effect, speed, loop, explode, [hue], [renderMode] ); | |
Purpose | Does a moving effect (eg fireball) from srcObject to trgObject, or srcObject to targ location effect is the ID of the moving effect explode == 0 no explosion explode == 1 explodes hue = the colour of the effect rendermode = unknown, leave at 0 or leave out hue and renderMode are OPTIONAL, none, one or both can be left out, but if setting renderMode, hue MUST be specified | |
Example of Usage | function onUse( pUser, iUsed ) { DoMovingEffect( pUser, pUser, 0x36D5, 0x07, 0x00, true, 0x1EC ); } |
DoTempEffect | ||
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Prototype | DoTempEffect( iType, src, trg, targNum, more1, more2, more3, [itemPtr] ); | |
Purpose | Does a temporary effect (things like protection, night sight, and what not) frm src to trg. If iType = 0, then it's a character, otherwise it's an item. | |
Example of Usage | DoTempEffect( 0, pTalking, pTalkingTo, 3, GetSkill( pTalking, 0 ) / 100, 0, 0 ); |
DoSoundEffect | ||
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Prototype | DoSoundEffect( iObject, iType, soundID, bAllHear ); | |
Purpose | Plays a sound, from iObject, which is different based on iType. If iType == 0, iObject is a character. If iType == 1, iObject is an item. If iType == 2, iObject is a socket. SoundID is the full ID of the sound to play. If bAllHear is TRUE, then everyone nearby hears it. If it's false, then only the thing as represented by iObject hears it. | |
Example of Usage | DoSoundEffect( pTalking, 0, 568, FALSE ); |