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ATTACKER

Jhobean edited this page Nov 9, 2025 · 1 revision

ATTACKER

{{Languages|ATTACKER}} FORCETOC

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 . Click on the name for more detailed information such as usage and examples.

This parameters must use with ATTACKER. For examples, please go Examples.

{| border="1" cellspacing="4" cellpadding="4" | ATTACKER*.key* || 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) |- | CLEAR || R || Clears the attacker list |- | 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. |- | ID || R || Gets the Attacker.number of the specified character, -1 if its not in the attacker list for this character. |- | TARGET || R || Returns the UID of this character's best target with this priorities (Threat -> Distance -> LOS). |- | ADD || W || Add this uid to the attacker list. |- | DELETE || W || Removes this uid from the attacker list |- | n.DAMAGE || RW || Gets or Sets the amount of damage that the nth opponent has dealt to the character. (zero-based) |- | n.ELAPSED || RW || Gets or Sets 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) |- | n.THREAT || RW || Gets or Sets the Threat generated by the enemy to this character, NPCs will attack the character with most Threat in certain Distance when in LOS (Check for TARGET). |- | n.DELETE || W || Remove this opponet from the list. |}

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*[.ID]*'

[EVENTS e_example]
ON=@GetHit
Serv.Log <src.name> is the attacker number '<attacker.id <src>>' on my list.

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.TARGET

[Events e_example]
On=@Death
ref1=<attacker.target>
SERV.LOG My current target is: <ref1.name>

This will output in the console the name of the current best target.

Note: Enabling NPC_AI_THREAT in the ini's npc_ai settings will make characters to check for Threat when looking for targets.

ATTACKER*.n***.DAMAGE**

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

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.

Category: Reference Compendium Category: Objects

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