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  • === Step 2: Create a party script === ..., do so now and include it, as well as your plot table, at the head of the script. Delete includes that only refer to the main campaign. (If this is all Gree
    9 KB (1,540 words) - 17:53, 4 December 2010
  • === Step 2: Create a party script === ...do so now and include it, as well as your plot table, at the head of the script. Delete includes that only refer to the main campaign. (If this is all Gre
    9 KB (1,531 words) - 20:50, 26 October 2014
  • ...ain later in the game to switch which one is active (for example in a plot script that triggers when the player completes a certain task or moves to a certai ...ill send an EVENT_TYPE_TRANSITION_TO_WORLD_MAP event to the module's event script.
    25 KB (4,306 words) - 22:14, 5 July 2010
  • ...item) and setting them using the equivalent of the Module's OnAcquireItem event. ...mission deadline was fast approaching when I threw together a module event script that looked a lot like this:
    10 KB (1,438 words) - 21:22, 9 October 2010
  • |brief=Signals a delayed event to the specified object. |param1desc=The number of seconds for which to delay the event
    2 KB (363 words) - 16:53, 29 September 2010
  • ...when a creature enters or exits it, which generally is then processed by a script to perform some action. ...change) in the '''_Core Scripts''' directory is a good template for such a script.
    10 KB (1,581 words) - 17:43, 11 March 2012
  • == Module script == This is script of your module
    20 KB (2,132 words) - 09:43, 17 October 2017
  • When a gift item (Base Item Type set to gift) is given to a companion, the event EVENT_TYPE_MODULE_HANDLE_GIFT fires and is processed by core game scripts. ...ill lead to this script firing and changing the companion's approval. The script has a list of companions and corresponding indices to each one, so it know
    28 KB (3,821 words) - 01:50, 18 July 2011
  • ...create a new name for this function. I suggest the prefix you used for the script files: ...tretch. Now we have to associate the module chargen script with our custom script.
    6 KB (888 words) - 09:39, 20 August 2011
  • Example Python script: ...st line is required if you get the following error when running the python script under 2.5.4/2.5.5
    21 KB (3,437 words) - 02:35, 14 July 2011
  • ...r close the inventory, talents, skills, or world map gui, all the module event scripts you have installed are fire and processed (probably in the order So if we want to capture the behavior of our NPC follower or a major event of the game it can be done here, e.g., the PC selected or dropped the fol
    7 KB (1,090 words) - 19:31, 9 July 2011
  • * Create a custom script to handle your spell ## '''Script''': (none) (Click on the ... button and select (none))
    11 KB (1,604 words) - 15:35, 7 December 2013
  • {{Infobox script/ru}} ...кое тестирование игры. Смотрите {{ulink|client script|Клиентские скрипты}} для получения более
    17 KB (1,323 words) - 01:46, 24 June 2013
  • ...d to allow a line to have an effect on the world at large, [[plot]]s and [[script]]s are employed. Since the effect of a script is seldom obvious at a glance, a "scripting comments" text field is availab
    11 KB (1,908 words) - 23:35, 10 August 2011
  • {{inspector row|Activated Ability| Action happening on a specific event related to the item (hit with weapon, being hit on armor, etc.)}} {{inspector row|Script| Event script assigned to the resource - see below}}
    13 KB (1,980 words) - 07:33, 3 November 2013
  • See also [[Useful Scripts]] for "how-tos" that specifically involve [[script]]ing. ...the event tab (2nd tab). Here you need to import your file to link to that event.
    6 KB (1,099 words) - 17:18, 1 February 2022
  • * There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here]. ...ons in the folder "Demo." Choose "Demo_Module" and you'll see the starting script for the Toolset Demo.
    7 KB (1,235 words) - 17:21, 1 February 2022
  • You will need a module script; I will include a basic one in the builder to builder file. ==== The module script ====
    17 KB (3,007 words) - 14:08, 28 December 2013
  • ...ically by the [[OpenStore]] function. This function is usually called by a script triggered in a conversation with an NPC merchant. To simplify matters you could write a generic "store opening" script using a code snippet such as:
    7 KB (1,093 words) - 23:17, 10 August 2011
  • ...'s module script then open the module's properties and create a new module script: * In the '''Object Inspector''' window, select the '''Script''' property
    8 KB (969 words) - 17:37, 27 April 2020

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