Search results

Jump to: navigation, search

Page title matches

Page text matches

  • ...nventory of placeables or creatures in the area. They can also be put in a player's inventory using scripting, a common occurrence for "plot" items. This tut ...internal name used by the game to keep track of the item, not the name the player will see, so you can pick whatever naming scheme makes things easiest for y
    5 KB (830 words) - 17:18, 1 February 2022
  • ...to place the merchant object in close proximity to the location where the player will be interacting with it. ...chant object placed in an [[area]]. The merchant object is not seen by the player.
    7 KB (1,093 words) - 23:17, 10 August 2011
  • * Setting the player's position (position includes also initial orientation) ...ut more on that later. You won't be able to use 'your' GW to replace the 'player' character, but you can select any of the .utc in the game.
    14 KB (2,285 words) - 14:37, 23 July 2014
  • |brief=Sets a local player variable on an object. |param3type=player
    2 KB (321 words) - 19:55, 25 February 2010
  • This tutorial describes how to add a new visitable location to the single player world map. It is assumed that the reader is familiar with [[Creating a modu ...ingle-player.png|thumb|Figure 2: Changing the extended module to “Single Player”.]]
    6 KB (992 words) - 10:27, 31 January 2011
  • ...at suits your character is easy and will almost always be better for the player than a generic one that spends points poorly. ...haracter sheet. 0 is off, 1 is on, 2 forces it on and removes it so the player can't turn it off.
    39 KB (4,983 words) - 20:54, 26 October 2014
  • //manually give the player some equipment ...or create your fixed character as template and then transfer everything on player.
    20 KB (2,132 words) - 09:43, 17 October 2017
  • ...t phase and an animation phase, simulating a bubble of activity around the player. In a movement phase, the creature (optionally) moves to a new destination ...SYSTEM_ALWAYSON): Ambient behaviour never stops, regardless of distance to player. This should rarely, if ever, be used but at least the functionality exists
    12 KB (1,801 words) - 00:16, 10 December 2013
  • ...side of the door the player is on. The door will always open away from the player. ...y would move to strategic positions, buff themselves, and so forth. If the player picks the lock he would be rewarded by surprising the creatures on the othe
    6 KB (1,154 words) - 17:43, 28 March 2010
  • Items for the Single player campaign are all stored in the Toolset's [[Resource palette]], under the It ...an not be destroyed, sold or removed from inventory by the player once the player has acquired it. Plot items can only be removed via scripts written by the
    13 KB (1,980 words) - 07:33, 3 November 2013
  • ...interactive components to it to make it "come alive" and interact with the player. ...reas are considered to be a block and will always be loaded together. The player will be able to wander between these areas without requiring a major area t
    4 KB (721 words) - 20:10, 3 February 2010
  • ...n is going away, and can be used for things that you want to make sure the player sees. **[[ EVENT_TYPE_AMBIENT_CONTINUE ]] - conversation ends or player is nearby to resume ambient behaviour
    14 KB (2,021 words) - 12:26, 15 August 2011
  • === Player Character Stats === === Player Character Skills and Talents ===
    13 KB (1,462 words) - 16:57, 1 February 2022
  • {{2da column| Copper|int| The amount of copper to reward the player with.}} {{2da column| Silver|int| The amount of silver to reward the player with.}}
    1 KB (244 words) - 02:16, 21 January 2011
  • ...p-down under Module Properties and the Module Hierarchy includes '''Single Player''' as well. // This fires whenever the player presses + or - on an attribute to spend
    18 KB (2,479 words) - 12:52, 11 June 2011
  • ...is a branch, and of course didnt work. My second attempt was to add empty player lines. If you have an owner reply to the empty line, the END DIALOGUE becom ...es without much break. But think about the amount of text you confront the player with in those cases maybe a codex entry would be better. It is a good way t
    2 KB (323 words) - 09:43, 15 December 2010
  • ...ы могут быть упакованы в архив {{ulink|Builder to player|"Архив для игрока"}}. Этот архив позволяет == Создание архива для игроков ("Builder to player") ==
    10 KB (169 words) - 00:54, 16 December 2011
  • ...set]]'s [[database]] and must be exported prior to creating a [[Builder to player]], or [[DAZIP]], file. ...ore Game Resources]] module and used by all modules (including the Single Player campaign) created in the toolset and are best left untouched. A better ide
    8 KB (1,308 words) - 15:38, 26 October 2014
  • '''Rank''' укажите как '''Player''' ...character sheet. 0 is off, 1 is on, 2 forces it on and removes it so the player can't turn it off.
    63 KB (4,247 words) - 03:04, 14 October 2011
  • ...n is going away, and can be used for things that you want to make sure the player sees. **[[ EVENT_TYPE_AMBIENT_CONTINUE ]] - conversation ends or player is nearby to resume ambient behaviour
    15 KB (1,680 words) - 05:37, 14 October 2011

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)