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  • |brief = Returns the Combatant Type of a creature |param1desc = The creature
    1 KB (156 words) - 13:22, 3 August 2011
  • //Class Constants Please note that the constants for the specializations have been changed; this will require editing of the
    18 KB (2,479 words) - 12:52, 11 June 2011
  • The [[ANIM_ 2da]] defines the creature and placeable animations. ...e [[TABLE_*|TABLE_BASE_ANIMATIONS]] or [[TABLE_*|TABLE_COMBAT_ANIMATIONS]] constants defined in [[2da_constants_h]].
    2 KB (366 words) - 00:04, 26 October 2014
  • Dragon Age characters are 'blank' when the game starts, with all their [[Creature Properties]] initialized to default values. ...rgen_h]] - Library containing most of the underlying logic for modifying [[Creature Properties]] based on the game rules.
    3 KB (373 words) - 21:06, 25 December 2014
  • |param1desc = The creature leaving the party |param3desc = TRUE, to remove and return the creature's equipment to the party's inventory, or FALSE
    1 KB (195 words) - 12:16, 26 October 2014
  • |object0desc=The creature going through character generation. A range of event constants (nEvent >= EVENT_TYPE_CHARGEN_START && nEvent <= EVENT_TYPE_CHARGEN_END) th
    678 B (93 words) - 00:45, 12 February 2010
  • You may also note that many of the constants used in the code have been separated out into a "demo_consts_h" script file ...player-controllable, which is true for the player's character and for any creature currently in the player's party. We call it on the event's creator to check
    18 KB (2,862 words) - 21:00, 4 September 2016
  • ...<code>bHealIfDead</code> is [[Boolean constants|TRUE]], in which case the creature will be resurrected and healed.
    2 KB (229 words) - 20:04, 10 March 2012
  • |description = Indicates creature uses ambient behaviour. |description = Indicates ambient behaviour starts when creature spawns.
    2 KB (255 words) - 01:16, 25 August 2011
  • |brief=Equips an item on a creature |param3desc=The optinal equip slot number. Use the INVENTORY_SLOT constants to specify a particular slot
    2 KB (320 words) - 16:58, 29 December 2010
  • Note: The term 'property' used on this page refers to [[Creature Properties]]. ...event is received. The function returns one of several [[COMBAT_RESULT_*]] constants and handles messaging to the game engine which animation to play.
    6 KB (835 words) - 13:42, 4 April 2015
  • CHARGEN_MODE_CREATE or CHARGEN_MODE_LEVELUP doesn't exist as constants, if they are located in a include somewhere it should be noted where. Object 0 is the Creature that goes through the character creator.
    207 B (34 words) - 11:33, 25 October 2009
  • resource rLiteral1 = R"abomination.utc"; // a creature resource literal ...ce_functions|Resource functions]], [[:Category:Resource_constants|Resource constants]]
    2 KB (275 words) - 12:23, 15 August 2011
  • //Class Constants 點擊 "creature"標籤 (紅頭圖標)(就在右方的Palette Window)
    18 KB (1,222 words) - 12:57, 11 June 2011
  • |param1desc = The creature joining the party Plot followers are the creatures with tags defined by the [[GEN_FL_*]] constants.
    1 KB (161 words) - 12:16, 26 October 2014
  • |param1desc = Cutscene resource (CUTSCENE_* constants defined in cutscenes_h.nss) |param4desc = Tag of creature who will initiate dialogue
    1 KB (206 words) - 22:09, 10 February 2010
  • |param1desc = Cutscene resource (CUTSCENE_* constants defined in cutscenes_h.nss) |param6desc = Tag of creature who will initiate dialog
    2 KB (234 words) - 22:08, 10 February 2010
  • // Initialize all creature properties to default value //which means all approval functions, constants etc have be included
    83 KB (11,764 words) - 17:21, 1 February 2022

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