UI_reduce_health(object obj, int hits, int type) obj->reduce_health(int hits, int type)
Causes a fixed amount of damage of the specified type to a target. This intrinsic ignores armor and armor-granted immunities.
obj | The object to be damaged. |
hits | How much damage is to be caused. |
type | The type of the damage. If the target is immune to this damage type, he will take no damage from this intrinsic; conversely, a monster vulnerable to this type of damage takes doubled damage. Armor-granted immunities are ignored. |
The type of the damage is a numerical value that describes what kind of damage should be caused. It can be one of the following values:
NORMAL_DAMAGE = 0 | Normal damage. |
FIRE_DAMAGE = 1 | Damage from heat sources. |
MAGIC_DAMAGE = 2 | Damage from a magical source. |
LIGHTNING_DAMAGE = 3 | Damage from electrical sources such as lightning. Extremely painful, even a single point of damage causes the screen to flash a red color. This damage ignores all armor and does not depend on the attacker's strength. |
POISON_DAMAGE = 3 | Damage from poison. Extremely painful, even a single point of damage causes the screen to flash a red color. This damage ignores all armor and does not depend on the attacker's strength. |
STARVATION_DAMAGE = 3 | Damage from starvation. Extremely painful, even a single point of damage causes the screen to flash a red color. This damage ignores all armor and does not depend on the attacker's strength. |
FREEZING_DAMAGE = 3 | Damage from frostbite. Extremely painful, even a single point of damage causes the screen to flash a red color. This damage ignores all armor and does not depend on the attacker's strength. |
ETHEREAL_DAMAGE = 4 | Special magical damage, basically magic damage not blocked by normal magic resistance or armor. |
SONIC_DAMAGE = 5 | Sound-based damage. This damage type ignores armor. |