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  • |brief=This function sets the Combat State on a creature |param1desc=the creature whose combat state we are setting
    1 KB (150 words) - 23:16, 11 February 2010
  • * Skills - Abilities usable by all classes, such as Survival and Combat training (abilitytype=3). ...e_abilites but instead have checks coded against their Ids directly in the combat resolution scripts (e.g. HasAbility( oCreature, ABILITY_TALENT_LETHALITY ))
    27 KB (4,247 words) - 07:28, 14 October 2011
  • *Rank: sets how much of a combat challenge the creature should present to the player *WeaponsDrawn: True/false, determines whether the creature is prepared for combat
    14 KB (2,314 words) - 11:18, 26 October 2014
  • ...them in the hut_interior area so the player won't be instantly thrust into combat. ...he sword on the creature's back, where it will draw it from when it enters combat. To prevent the player from being laden down with hundreds of looted swords
    12 KB (1,998 words) - 23:37, 10 August 2011
  • ...s taken over the inn initiates conversation with the player. This leads to combat. === Failure to exit combat mode after defeating the bandits in the inn ===
    18 KB (2,862 words) - 21:00, 4 September 2016
  • |brief = Gets two creature to start combat. |param1desc = The attacking creature or the creature who initiates combat. This will not matter most of the time unless we are using the bTargetSelec
    2 KB (302 words) - 22:06, 10 February 2010
  • // Handles any combat related logic for when a creature disappears from combat. This function should be run ...Log_Trace(LOG_CHANNEL_COMBAT, "Combat_HandleCreatureDisappear", "STOPPING COMBAT FOR PARTY!");
    2 KB (185 words) - 15:31, 7 August 2011
  • *Rank: sets how much of a combat challenge the creature should present to the player *WeaponsDrawn: True/false, determines whether the creature is prepared for combat
    14 KB (2,315 words) - 00:14, 28 December 2011
  • ...parts.xls file. Indicates where wielded right hand weapons are attached in combat.}} ...parts.xls file. Indicates where wielded left hand weapons are attached in combat.}}
    8 KB (1,198 words) - 22:22, 17 July 2022
  • ...ambient lines that the game will trigger under various conditions such as combat. Soundsets can be specific to an individual creature (such as an important {{inspector row|Combat Soundset Needed| Does the character engage in combat at all in the game? If so, choose Yes. }}
    5 KB (731 words) - 10:23, 26 October 2014
  • ...et combat mode and combat camera/music. Also fires by scripting to trigger combat after being attacked or an ally is attack.
    441 B (63 words) - 00:55, 12 February 2010
  • |param2desc=the main attack result (see [[COMBAT RESULT_*]]) |param4desc=the offhand attack result (see [[COMBAT RESULT_*]])
    1 KB (167 words) - 12:54, 3 August 2011
  • |brief = Stops combat between 2 creatures. ...lled once for every creature that is attacking the player in order to stop combat.
    1 KB (202 words) - 22:06, 10 February 2010
  • ...the toolset for an area property. This is where we will reassign '''main, combat and Death''' sounds to be sounds used in our level(s). We are going to chan ...unds you have ready. We will start with the DA presets which are '''main, combat and Death'''.
    19 KB (3,396 words) - 03:20, 17 September 2010
  • As with Armor, your new class needs weapons (unarmed combat is strongly discouraged by the in-game load screens). As with Armor, you ca ...nd of combat needs to do that; the way to do this is to capture the end of combat event and turn off the modal ability in your module script, then allow the
    17 KB (3,007 words) - 14:08, 28 December 2013
  • {{inspector row|Rank| Placeables are never involved in combat, but their combat rank is still used by the [[treasure system]] when generating treasure. }}
    17 KB (2,708 words) - 07:54, 2 December 2013
  • ...ectiles are sometimes fired by the Ability system, and are used for ranged combat. The projectile system will be used through ranged combat and abilities. Ranged combatants, when equipped with the proper weapon and
    4 KB (632 words) - 19:03, 16 February 2010
  • ...rmation is the combat Rank of the object. Placeables are never involved in combat, but will have to have something entered in the field for the system to wor
    6 KB (952 words) - 08:09, 22 May 2011
  • * Calculate *combat* attack/miss (only for hit based talents like Deadly Strike) * Calculate *combat* damage (only for hit based talents like Deadly Strike)
    1 KB (190 words) - 18:56, 21 August 2011
  • Returns the CreatureRank of a creature, representing its relative combat difficulty. [[Category: Spells and combat functions]]
    945 B (127 words) - 13:24, 3 August 2011

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