llDetectedDamage
list llDetectedDamage(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.
list result = llDetectedDamage(0);Specification
Section titled “Specification”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
Section titled “damage”damage is the current amount of damage that will be applied after all on_damage events have completed processing.
damage_type
Section titled “damage_type”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
Section titled “original_damage”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.
| Flag | Description | |
|---|---|---|
DAMAGE_TYPE_IMPACT | −1 | System damage generated by impact with terrain or a prim. |
DAMAGE_TYPE_GENERIC | 0 | Generic or legacy damage. |
DAMAGE_TYPE_ACID | 1 | Damage caused by a caustic substance, such as acid. |
DAMAGE_TYPE_BLUDGEONING | 2 | Damage caused by a blunt object, such as a club. |
DAMAGE_TYPE_COLD | 3 | Damage inflicted by exposure to extreme cold. |
DAMAGE_TYPE_ELECTRIC | 4 | Damage caused by electricity. |
DAMAGE_TYPE_FIRE | 5 | Damage inflicted by exposure to heat or flames. |
DAMAGE_TYPE_FORCE | 6 | Damage inflicted by a great force or impact. |
DAMAGE_TYPE_NECROTIC | 7 | Damage caused by a direct assault on life-force. |
DAMAGE_TYPE_PIERCING | 8 | Damage caused by a piercing object such as a bullet, spear, or arrow. |
DAMAGE_TYPE_POISON | 9 | Damage caused by poison. |
DAMAGE_TYPE_PSYCHIC | 10 | Damage caused by a direct assault on the mind. |
DAMAGE_TYPE_RADIANT | 11 | Damage caused by radiation or extreme light. |
DAMAGE_TYPE_SLASHING | 12 | Damage caused by a slashing object such as a sword or axe. |
DAMAGE_TYPE_SONIC | 13 | Damage caused by loud noises, like a Crash Worship concert. |
DAMAGE_TYPE_EMOTIONAL | 14 |
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:
| Flag | Description | Subtype | Creator | System | |
|---|---|---|---|---|---|
| 100 | 100 | Negative damage to heal a wound, damaged limb, first aid, etc. Intended for generic healing of biological nature. Positive damage would be medical malpractice | Nexii Malthus | Vertical Sim / SLMC | |
| 101 | 101 | Negative 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 Malthus | Vertical Sim / SLMC | |
| 102 | 102 | Damage caused by an explosive blast, like a grenade | DAMAGE_TYPE_FORCE | Nexii Malthus | Vertical Sim / SLMC |
| 103 | 103 | Damage caused by crushing. Such as being crushed by water pressure. More of a constant type of force damage — can be nullified/reduced via diving suit | DAMAGE_TYPE_FORCE | Nexii Malthus | Vertical Sim / SLMC |
| 104 | 104 | Damage caused by anti-tank/anti-armor. Such as from a specialised armor piercing shell, rocket or other munition | DAMAGE_TYPE_PIERCING | Nexii Malthus | Vertical Sim / SLMC |
| 105 | 105 | Damage caused by suffocation. Usually lacking a breathable atmosphere, such as from drowning or being in the vacuum of space | Nexii Malthus | Vertical Sim / SLMC | |
| 106 | 106 | Special 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 so | Nexii Malthus | Vertical Sim / SLMC | |
| 200 | 200 | Damage caused by lack of survival needs, such as starvation and dehydration. Negative damage used to heal through recovery by food and water | Adam Silver-Mane (Adamphillip) | Silver-mane’s survival HUD | |
| 201 | 201 | Damage caused by active bleeding. Damage type check, sets health to 0 on unsustainable systemic failure | Adam Silver-Mane (Adamphillip) | Silver-mane’s survival HUD |
See also
Section titled “See also”Functions
Section titled “Functions”Events
Section titled “Events”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.