EffectKnockdown()
Returns a new effect object.
effect EffectKnockdown();
Description
Create a Knockdown effectThis effect knocks creatures off their feet, they will sit until the effect is removed. This should be applied as a temporary effect with a 3 second duration minimum (1 second to fall, 1 second sitting, 1 second to get up).
Knockdown makes a creature prone - dodge AC, dexterity bonuses will not apply and any attacks can be automatic sneak attacks, as they will not be able to react to a sneak attack.
Knockdown stops movement and plays a special animation - there is no need for a visual effect. Very few models/monsters do not have a "Knockdown" state.
The target this effect is applied to must be a creature for it to work. This effect cannot be applied instantly or permanently, only temporarily. This is mainly because knockdown does have a standing animation and is hard to remove otherwise.
Remarks
Knockdown is countered by, either high disiplin for the feats Knockdown and Improved Knockdown, or Immunity: Knockdown.
Knockdown is very powerful - yes, mainly because it is a feat (which represents the P&P "trip" I think), but it does have the similar effect on casters as any thing that stops them moving or casting spells - almost death.
Knockdown, when removed, shouldl normally stand up, not instantly go to standing. However, the effect type when GetEffectType() is used is 0 - which is the same for a few other effects.
Known Bugs
The bug that caused the game to crash if this effect was applied to a non-creature has been fixed in a patch some time ago.
This returns 0 for GetEffectType(), it could be intended, but its hard to remove any knockdown without a unique constant!
Version
1.62
Example
// Sample code for applying knockdown (10 seconds) to a target void main() { // This is the Object to apply the effect to. object oTarget = OBJECT_SELF; // Create the effect to apply effect eKnockdown = EffectKnockdown(); // Create the visual portion of the effect. This is instantly // applied and not persistant with wether or not we have the // above effect. effect eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND); // Apply the visual effect to the target ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); // Apply the effect to the object ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdown, oTarget, 10.0); }
See Also
categories: | Effects Functions |
author: Michael Nork, editor: Jasperre, additional contributor(s): Lilac Soul, Jasperre