%triggerInvoke()

Aliases%triggerInvoke( )
Parameters-

    This function can be used to invoke an internal trigger handler. For
instance if you are create a new kind of attack and you want the
catch_attack_act to fire for some weapon then you need to invoke it
manually as would normally done internally in the C code. Similarly if
you need to have an attached weapon spell fire, you again need to use this
function. The %triggerInvoke() function is a multi-pupose function that
implements an interface to all hooked trigger types. Current only the
following trigger handlers are supported:

catch_attack_act
check_weapon_spell

The usage for each is described below:

catch_attack_act:

%triggerInvoke(
\ "catch_attack_act", @actor, @target, @object, @damage )

This type can be used to invoke an object's catch_attack_act script.
The @actor parameter indicates the mobile that has generated the
attack. The @target parameter indicates the mobile target of the
attack. The @object parameter denotes the object for which the
catch_attack_act should be invoked. The @damage parameter is a bit of
a misnomer since it can also be used to indicate success or failure.
The general standard is to use a negative value for a miss and 0 or
greater for a successful hit dealing the amount of damage defined by
@damage. However for missile types (throw, shoot, ...) 0 is used to
indicate a miss and a number greater than 0 represents the roll
obtained.

check_weapon_spell

%triggerInvoke(
\ "check_weapon_spell", @actor, @target, @object )

This type can be used to invoke an object's weaponSpell affect. A
weapon spell is defined in the objects attached affects. The @actor
parameter indicates the mobile that has generated the attack. The
@target parameter indicates the mobile target of the attack. The
@object parameter denotes the object for which the weaponSpell should
be invoked.