Skip to content
lsl.devlsl.devLSL Dev

llDetectedDamage

function
Function syntax
list llDetectedDamage(
  1. integer number// Index of the detection information.
);
Returns
list
Energy
10

Returns an empty list if number does not relate to a valid damage source or if called from a handler other than on_damage

The list has the following format:

[float damage, integer damage_type, float original_damage]

Returns a list containing pending damage information.

How to use
list result = llDetectedDamage(0);

llDetectedDamage returns a list describing a single damage event. This function is only available from within an on_damage handler. If called from another detection event or from a non detection handler, it will return an empty list.

damage is the current amount of damage that will be applied after all on_damage events have completed processing.

damage_type is an integer describing the type of damage that will be applied. This could either reflect one of the DAMAGE_TYPE_* constants, a custom damage type constant or be a repurposed field as it can be set to anything.

original_damage is the original amount of damage that was specified when the event was triggered. Either through a collision or a call to llDamage.

FlagDescription
DAMAGE_TYPE_IMPACT−1System damage generated by impact with terrain or a prim.
DAMAGE_TYPE_GENERIC0Generic or legacy damage.
DAMAGE_TYPE_ACID1Damage caused by a caustic substance, such as acid.
DAMAGE_TYPE_BLUDGEONING2Damage caused by a blunt object, such as a club.
DAMAGE_TYPE_COLD3Damage inflicted by exposure to extreme cold.
DAMAGE_TYPE_ELECTRIC4Damage caused by electricity.
DAMAGE_TYPE_FIRE5Damage inflicted by exposure to heat or flames.
DAMAGE_TYPE_FORCE6Damage inflicted by a great force or impact.
DAMAGE_TYPE_NECROTIC7Damage caused by a direct assault on life-force.
DAMAGE_TYPE_PIERCING8Damage caused by a piercing object such as a bullet, spear, or arrow.
DAMAGE_TYPE_POISON9Damage caused by poison.
DAMAGE_TYPE_PSYCHIC10Damage caused by a direct assault on the mind.
DAMAGE_TYPE_RADIANT11Damage caused by radiation or extreme light.
DAMAGE_TYPE_SLASHING12Damage caused by a slashing object such as a sword or axe.
DAMAGE_TYPE_SONIC13Damage caused by loud noises, like a Crash Worship concert.
DAMAGE_TYPE_EMOTIONAL14

Damage types are provided as a convenience and a suggestion. Scripters are free to add custom ones for their own combat systems or repurpose the damage type fields.

To make it easy for the community to recognise and re-use custom damage types here is a table that scripters can add onto:

FlagDescriptionSubtypeCreatorSystem
100100Negative damage to heal a wound, damaged limb, first aid, etc. Intended for generic healing of biological nature. Positive damage would be medical malpracticeNexii MalthusVertical Sim / SLMC
101101Negative damage from repairing an object or something mechanical, welding torch or wrench on a vehicle/robot/mech, etc. Positive damage can be due to mistakes, low skill or sabotage. Intended for generic healing of non-biological nature (e.g. a mechanical tank or an electrical system)Nexii MalthusVertical Sim / SLMC
102102Damage caused by an explosive blast, like a grenadeDAMAGE_TYPE_FORCENexii MalthusVertical Sim / SLMC
103103Damage caused by crushing. Such as being crushed by water pressure. More of a constant type of force damage — can be nullified/reduced via diving suitDAMAGE_TYPE_FORCENexii MalthusVertical Sim / SLMC
104104Damage caused by anti-tank/anti-armor. Such as from a specialised armor piercing shell, rocket or other munitionDAMAGE_TYPE_PIERCINGNexii MalthusVertical Sim / SLMC
105105Damage caused by suffocation. Usually lacking a breathable atmosphere, such as from drowning or being in the vacuum of spaceNexii MalthusVertical Sim / SLMC
106106Special damage to indicate combatant chose to redeploy. You can code in side effect(s) such as using up a ticket off the team to do soNexii MalthusVertical Sim / SLMC
200200Damage caused by lack of survival needs, such as starvation and dehydration. Negative damage used to heal through recovery by food and waterAdam Silver-Mane (Adamphillip)Silver-mane’s survival HUD
201201Damage caused by active bleeding. Damage type check, sets health to 0 on unsustainable systemic failureAdam Silver-Mane (Adamphillip)Silver-mane’s survival HUD
Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.