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  • 23 B (3 words) - 12:59, 20 October 2011
  • ...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
  • 413 B (64 words) - 00:48, 12 February 2010
  • 1 KB (161 words) - 12:28, 3 August 2011
  • This page describes the technical implementation and flow of combat logic in the game scripts. It deals mostly with weapon based combat, for spells and abilities, please see [[Ability|Abilities]].
    6 KB (835 words) - 13:42, 4 April 2015
  • 594 B (57 words) - 22:10, 28 October 2009
  • ...lset). There's a lot of obscure stuff in there that profoundly affects how combat resolution works out. The other option might be to spin off a seperate wiki
    2 KB (294 words) - 17:43, 30 October 2009
  • Combat_h.nss handles the core rule resolution logic for non-talent combat interaction. // Combat movement expands the maximum bonus to +20
    18 KB (1,264 words) - 04:30, 28 October 2009
  • 2 KB (146 words) - 18:47, 14 January 2010
  • The [[combat_h]] include file holds the combat resolution logic for the tactic game. ...ore game resource - any change to this file has the potential to wreck the combat system so handle with care.
    1 KB (188 words) - 15:30, 7 August 2011
  • 680 B (79 words) - 15:26, 7 August 2011
  • 2 KB (201 words) - 15:26, 7 August 2011
  • 674 B (64 words) - 15:26, 7 August 2011
  • 2 KB (164 words) - 15:26, 7 August 2011
  • 2 KB (137 words) - 15:31, 7 August 2011
  • 13 KB (893 words) - 15:31, 7 August 2011
  • 10 KB (679 words) - 15:31, 7 August 2011
  • 7 KB (476 words) - 15:31, 7 August 2011
  • // We retired combat result blocked, so we treat it as a miss here.
    9 KB (740 words) - 15:31, 7 August 2011
  • 566 B (60 words) - 15:31, 7 August 2011
  • // 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
  • {{Languages|Combat Rules}}
    10 KB (223 words) - 03:51, 2 November 2011

Page text matches

  • | 28 || Combat Health Regen || 20 | 30 || Combat Mana Regen || 20
    13 KB (1,462 words) - 16:57, 1 February 2022
  • * 0 for no synchronized combat * 1 for synchronized combat
    11 KB (1,763 words) - 20:54, 22 February 2022
  • Triggers combat between 2 creatures. ...s. This function does nothing else. The perception system will trigger the combat itself.
    4 KB (633 words) - 22:36, 2 February 2010
  • ** at least one combat encounter * avoid repetition and tiresome/uninteresting dialogues and combat.
    13 KB (2,128 words) - 21:44, 31 August 2011
  • * '''Combat''' ...et combat mode and combat camera/music. Also fires by scripting to trigger combat after being attacked or an ally is attack.
    14 KB (2,021 words) - 12:26, 15 August 2011
  • This page describes the technical implementation and flow of combat logic in the game scripts. It deals mostly with weapon based combat, for spells and abilities, please see [[Ability|Abilities]].
    6 KB (835 words) - 13:42, 4 April 2015
  • Properties are 32-bit floating point values associated with every combat capable creature in the game (Creature Type field in the toolset). They are ...RIBUTE || 0 || 20 || The creature's health regeneration rate (per tick) in combat.
    15 KB (2,137 words) - 13:22, 23 October 2011
  • == combat == *[[:Image:Combat.jpg|combat]] - Open Combat Area
    11 KB (1,876 words) - 12:57, 17 August 2012
  • * '''Combat''' ...et combat mode and combat camera/music. Also fires by scripting to trigger combat after being attacked or an ally is attack.
    15 KB (1,680 words) - 05:37, 14 October 2011
  • == combat == File:Combat.jpg|'''combat'''<br/>Open Combat Area
    11 KB (1,925 words) - 15:29, 13 August 2011
  • Properties are 32-bit floating point values associated with every combat capable creature in the game (Creature Type field in the toolset). They ar ...RIBUTE || 0 || 20 || The creature's health regeneration rate (per tick) in combat.
    15 KB (2,138 words) - 13:29, 23 October 2011
  • * 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 (4,244 words) - 21:00, 6 April 2015
  • ...e the creature's combat activities directly and prevents the usual default combat AI from running for it. *CAI_RUNNER_RUN - used by a creature who flees from the PC in the middle of combat for some reason or another.
    7 KB (905 words) - 13:53, 18 May 2011
  • |brief=This function gets the Creature Strength Modifier from the Combat Interaction data on oAttacker |param1desc=the creature whose combat interaction data we are querying
    1 KB (150 words) - 19:53, 25 February 2010
  • |brief=This function gets the combat target of a creature |param1desc=the creature whose combat target we are querying
    1 KB (158 words) - 19:48, 25 February 2010
  • |brief=This function gets the Combat State of a creature |param1desc=the creature whose combat state we are querying
    904 B (127 words) - 19:49, 25 February 2010
  • |brief=This function gets the Weapon Armor Penetration from the Combat Interaction data on oAttacker |param1desc=the creature whose combat interaction data we are querying
    1 KB (183 words) - 19:07, 24 February 2010
  • |brief=This function gets the Weapon Attack Rating from the Combat Interaction data on oAttacker |param1desc=the creature whose combat interaction data we are querying
    1 KB (168 words) - 18:44, 2 March 2010
  • |brief=This function gets the Weapon Base Damage from the Combat Interaction data on oAttacker |param1desc=the creature whose combat interaction data we are querying
    1 KB (168 words) - 18:44, 2 March 2010
  • |brief=This function gets the Weapon Strength Modifier from the Combat Interaction data on oAttacker |param1desc=the creature whose combat interaction data we are querying
    1 KB (167 words) - 23:24, 12 February 2010
  • |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
  • Sets a creature's rank, representing its relative combat difficulty. [[Category:Spells and combat functions]]
    945 B (130 words) - 13:23, 3 August 2011
  • |description = fires to creature_core when combat ends ...ription = party members are rezzed on this event if it happens outside of combat
    32 KB (3,772 words) - 19:54, 21 August 2011
  • {{2da column|Follower_TrigOutComb|int|Allow tactics to trigger outside of combat for followers only}} {{2da column|TrigOutComb|int|Allow tactic to trigger outside of combat for everyone}}
    882 B (131 words) - 13:00, 19 October 2011
  • ...t on-spawn for enemies and when switching weapons for followers outside of combat only}}
    4 KB (574 words) - 22:35, 2 February 2010
  • Combat_h.nss handles the core rule resolution logic for non-talent combat interaction. // Combat movement expands the maximum bonus to +20
    18 KB (1,264 words) - 04:30, 28 October 2009
  • ...ies will be updated by their "combat" value every 2 seconds and their "non-combat" value every 5 seconds.
    4 KB (528 words) - 18:22, 3 April 2016
  • |brief = Forces a creature to stop combat and surrender to the player Sets a creature to surrender. This includes stopping combat, changing group hostility and to fire a one liner conversation (set [[GEN_S
    1 KB (169 words) - 18:48, 10 February 2010
  • |brief = Sets up a creature to surrender when they get low on health in combat. Enables the creature to surrender during combat and sets up the surrender plot flag if specified.
    2 KB (226 words) - 18:53, 10 February 2010
  • The [[combat_h]] include file holds the combat resolution logic for the tactic game. ...ore game resource - any change to this file has the potential to wreck the combat system so handle with care.
    1 KB (188 words) - 15:30, 7 August 2011
  • |description = bit0 of combat result force |description = bit1 of combat result force
    2 KB (190 words) - 22:40, 9 August 2011
  • ...agon Age in a variety of ways. Voice over, background music, the sounds of combat and spells, ambient noises placed throughout areas or triggered by scripts
    7 KB (1,106 words) - 18:01, 1 February 2022
  • The [[ANIM_combat.xls]] file contains the [[2da]] file that defines all combat animations.
    217 B (29 words) - 13:04, 20 October 2011
  • ...manent Death| e.g., party members ('dead' party members get up again after combat unless the whole party is wiped out). }}
    14 KB (2,190 words) - 15:10, 4 July 2010
  • ...l apply some instant effects when appropriate (like death or damage during combat).
    6 KB (922 words) - 13:22, 23 October 2011
  • {{2da column| nStealthRank | int | Stealth rank required to combat stealth}}
    2 KB (281 words) - 18:30, 28 January 2010
  • Party members are resurrected through this event if it happens outside of combat.
    337 B (42 words) - 17:41, 21 August 2011
  • |when= A party member dies in combat
    296 B (44 words) - 00:43, 12 February 2010
  • ...all modules inherit from, consisting of basic features such as the game's combat scripts and the default behavior of interactive objects.
    8 KB (1,219 words) - 00:47, 5 July 2012
  • Designers should still try to avoid having dialogs and combat clash at all.
    14 KB (2,285 words) - 14:37, 23 July 2014
  • ...actions or scripts, move, cast spells, use talents or skills and engage in combat.
    4 KB (721 words) - 20:10, 3 February 2010
  • [[Category: Spells and combat functions]]
    1 KB (171 words) - 19:35, 14 January 2010
  • This command should not be used to initiate combat.
    1 KB (200 words) - 23:03, 9 February 2010
  • [[Category: Spells and combat functions]]
    870 B (121 words) - 22:28, 9 February 2010
  • [[Category: Spells and combat functions]]
    1,021 B (145 words) - 17:51, 1 March 2010
  • [[Category: Spells and combat functions]]
    1 KB (169 words) - 19:48, 25 February 2010
  • [[Category: Spells and combat functions]]
    1 KB (156 words) - 13:22, 3 August 2011
  • ...on returns the current game mode for a specific player. A game mode can be combat, explore, dialog etc'
    892 B (121 words) - 19:57, 3 August 2011
  • [[Category: Spells and combat functions]]
    883 B (127 words) - 23:19, 26 February 2010
  • player or combat interactions.
    2 KB (304 words) - 23:28, 31 July 2009
  • Returns TRUE if the object oObject uses the humanoid combat blend tree animations.
    970 B (141 words) - 23:55, 10 February 2010
  • [[Category: Spells and combat functions]]
    1 KB (156 words) - 23:33, 31 July 2009
  • ...im for the next projectile to be fired (control speed for archers & ranged combat in general)
    951 B (137 words) - 16:54, 29 July 2009
  • [[Category: Spells and combat functions]]
    951 B (132 words) - 16:54, 29 July 2009
  • [[Category: Spells and combat functions]]
    1 KB (154 words) - 18:43, 19 February 2010
  • [[Category: Spells and combat functions]]
    827 B (111 words) - 19:25, 1 March 2010
  • [[Category: Spells and combat functions]]
    1 KB (176 words) - 23:33, 31 July 2009
  • ...ction sets the current game mode for a specific player. A game mode can be combat, explore, dialog, etc.
    933 B (128 words) - 19:56, 3 August 2011
  • [[Category: Spells and combat functions]]
    1 KB (191 words) - 23:33, 31 July 2009
  • [[Category: Spells and combat functions]]
    860 B (126 words) - 11:59, 2 December 2010
  • ...ide of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you us
    2 KB (280 words) - 19:54, 25 February 2010
  • ...ide of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you us
    2 KB (301 words) - 19:54, 25 February 2010
  • ...ide of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you us
    2 KB (278 words) - 19:54, 25 February 2010
  • ...ide of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you us
    2 KB (300 words) - 23:41, 5 August 2014
  • ...ide of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you us
    2 KB (276 words) - 19:54, 25 February 2010
  • ...ide of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you us
    2 KB (321 words) - 19:55, 25 February 2010
  • [[Category: Spells and combat functions]]
    903 B (122 words) - 17:13, 29 July 2009
  • [[Category: Spells and combat functions]]
    899 B (126 words) - 17:13, 29 July 2009
  • [[Category: Spells and combat functions]]
    935 B (130 words) - 23:33, 31 July 2009
  • {{2da column|CombatTraining|bool|Whether or not this ability requires combat training}}
    641 B (99 words) - 18:38, 28 January 2010
  • ...ide of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you u
    3 KB (524 words) - 10:20, 25 March 2011
  • * [[Combat Rules]] - The rules of conflict resolution. Who hits. When. For how much.
    1 KB (144 words) - 19:57, 3 February 2010
  • ...lset). There's a lot of obscure stuff in there that profoundly affects how combat resolution works out. The other option might be to spin off a seperate wiki
    2 KB (294 words) - 17:43, 30 October 2009
  • ...a simple introductory cutscene, some dialogue, plots and quests, triggers, combat, interactive placeables and a script-triggered visual effect.
    2 KB (321 words) - 18:23, 27 January 2010
  • {{2da column|CombatTraining|int|0-1. Whether or not this ability requires combat training.}}
    1,014 B (161 words) - 18:39, 28 January 2010
  • Soundsets for characters (the collection of lines they choose from in combat and other routine in-game activities) are created as [[conversation]] resou
    2 KB (317 words) - 14:26, 23 February 2012
  • Combat=0
    1 KB (143 words) - 00:18, 18 February 2010
  • ...st given the same skill for each race for a given background. Servants get combat tactics, Apprentices get persuade and Travellers get survival.
    31 KB (4,632 words) - 19:14, 6 December 2016
  • * [[ANIM_combat.xls]] - defines creature combat animations
    4 KB (493 words) - 20:10, 8 May 2014
  • ...if the injury shall be one of the random injuries you get when you fall in combat.}}
    1 KB (152 words) - 20:17, 3 August 2011
  • * [[Combat]] - Getting into fights
    2 KB (306 words) - 11:06, 25 April 2020

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