Amulets & Armor
v1.02
Open Source Game
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Item and Spell Effects. More...
Functions | |
E_Boolean | Effect (E_effectType effecttype, E_effectTriggerType triggertype, T_word16 data1, T_word16 data2, T_word16 data3, T_void *p_owner) |
T_void | EffectDrawEffectIcons (T_word16 left, T_word16 right, T_word16 top, T_word16 bottom) |
T_void | EffectFinish (T_void) |
T_word16 | EffectGetPlayerEffectPower (E_playerEffectType type) |
T_void | EffectInit (T_void) |
E_Boolean | EffectPlayerEffectIsActive (E_playerEffectType type) |
T_void | EffectRemoveAllPlayerEffects (T_void) |
T_void | EffectRemoveRandomPlayerEffect (T_void) |
E_Boolean | EffectSoundIsOn (T_void) |
T_void | EffectSoundOff (T_void) |
T_void | EffectSoundOn (T_void) |
T_void | EffectUpdateAllPlayerEffects (T_void) |
Item and Spell Effects.
The effect subsystem is where all the items get their properties and affect the player and world around the player. Effects have a type of action, a trigger for that action, and up to 3 values to customize the action.
E_Boolean Effect | ( | E_effectType | effecttype, |
E_effectTriggerType | triggertype, | ||
T_word16 | data1, | ||
T_word16 | data2, | ||
T_word16 | data3, | ||
T_void * | p_owner | ||
) |
Creates a specified effect
T_word16 EffectGetPlayerEffectPower | ( | E_playerEffectType | type) |
Returns a T_word16 'power level' for an effect in progress. Returns > 0 if effect is active (retvalue= combined power levels) Returns 0 if effect not found
E_Boolean EffectPlayerEffectIsActive | ( | E_playerEffectType | type) |
Returns true if the player effect specified is currently on
Removes ALL player effects in progress. Note that you will need to restart equipment effects if you continue to play after a call to this function.