LlDetectedDamage
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Function notes
Returns an empty list if
number does not relate to a valid damage source or if called from a handler other than on_damageThe list has the following format:
[float damage, integer damage_type, float original_damage]Return value notes
Returns a list containing pending damage information.
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
damage is the current amount of damage that will be applied after all on_damage events have completed processing.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
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: functions
See also: 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.