UCC Reference

UI_apply_damage

int UI_apply_damage(int base, int hits, int type, object obj)

Causes random damage of a given type to the desired object, subject to armor.

Parameters

Parameter / value Description
base The 'strength' of the attack; only one third of this value (rounded down) is used to deal damage. This parameter is ignored depending on damage type; specifically, damage of LIGHTNING_DAMAGE type ignores this parameter.
hits The 'weapon points' of the attack. If this parameter is equal to 127 or more, this intrinsic will ignore all armor and deal a fixed 127 points of damage of the specified type, ignoring the 'base' parameter.
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 also protect the target from the effects of this intrinsic. If the damage type is LIGHTNING_DAMAGE, ETHEREAL_DAMAGE or SONIC_DAMAGE, this intrinsic will ignore armor.
obj The object to be damaged.

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:

Parameter / value Description
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.

The damage is calculated from a series of generated random numbers. It proceeds along the following steps:

Return

Returns true if any damage is caused on a valid target, false otherwise.

Related intrinsics

Full intrinsic reference | Reference definitions