afxAreaDamageData
A datablock that specifies an Area Damage effect.
Public Attributes
float
An amount of area damage to inflict on a target. Objects within half the radius receive full damage which then diminishes out to the full distance of the specified radius.
bool
When true, the object specified as the effect's primary position constraint will not receive any damage.
string
An arbitrary string which is passed as an argument to a spell's onDamage() script method. It is used to classify a type of damage such as 'melee', 'magical', or 'fire'.
float
Specifies an amount of force to apply to damaged objects. Objects within half the radius receive full impulse which then diminishes out to the full distance of the specified radius.
bool
When true, the onInflictedAreaDamage() method of the damaged object will be called to notify it of the damage. This is useful for starting some effects or action that responds to the damage.
float
Radius centered at the effect position in which damage will be applied.
Detailed Description
A datablock that specifies an Area Damage effect.
An Area Damage effect is useful for assigning area damage with unusual timing that must be synchronized with other effects. Negative damage amounts can be used for healing effects.
The primary difference between afxAreaDamageData and afxDamageData, which is also capable of inflicting area damage, is that afxAreaDamageData effects calculate the area damage in C++ code rather than calling out to the script function radiusDamage(). In cases where area damage needs to be inflicted repeatedly or in areas crowded with many targets, afxAreaDamageData is likely to get better performance.
Public Attributes
float damage
An amount of area damage to inflict on a target. Objects within half the radius receive full damage which then diminishes out to the full distance of the specified radius.
bool excludeConstraintObject
When true, the object specified as the effect's primary position constraint will not receive any damage.
string flavor
An arbitrary string which is passed as an argument to a spell's onDamage() script method. It is used to classify a type of damage such as 'melee', 'magical', or 'fire'.
float impulse
Specifies an amount of force to apply to damaged objects. Objects within half the radius receive full impulse which then diminishes out to the full distance of the specified radius.
bool notifyDamageSource
When true, the onInflictedAreaDamage() method of the damaged object will be called to notify it of the damage. This is useful for starting some effects or action that responds to the damage.
float radius
Radius centered at the effect position in which damage will be applied.