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  • ...ero integer represents the '''true''' state. For convenience the [[boolean constants]] have been defined in [[script.ldf]] to represent the '''true''' and '''fa These constants are used in the following ways in '''script.ldf''', the [[Core Game Resourc
    5 KB (672 words) - 18:30, 13 April 2020
  • ...sort of thing that a scripter should be aware of when working with boolean constants in scripts, and since dascript doesn't have an explicit boolean type this s
    3 KB (482 words) - 19:18, 28 October 2009
  • ...ins many of the 2da-related constants. It was BioWare's intention that any constants in here should be synched with a specific 2da. |constants = true
    330 B (41 words) - 22:08, 24 August 2011
  • The Effects Constants include file, [[effect_constants_h]], contains the constants used in the Effects include file, [[effects_h]]. |constants = true
    597 B (76 words) - 19:35, 29 March 2015

Page text matches

  • === Event type constants === ...ers without making hard-to-find mistakes Dragon Age has instead used named constants to represent them in a more human-readable name.
    12 KB (2,075 words) - 22:55, 10 August 2011
  • === 2DA Constants === Before we create the next event script we are going to need some new constants defined. Create a new script called ''bdm_2da_constants_h'' and put it in f
    31 KB (4,632 words) - 19:14, 6 December 2016
  • Modular functions and constants make the engine easy to extend or modify. + Separated the constants and functions into their own libraries.
    14 KB (2,177 words) - 21:43, 31 August 2011
  • === Constants === <tr><th colspan="4">Constants in script.ldf</th></tr>
    4 KB (439 words) - 14:07, 24 August 2011
  • ...ero integer represents the '''true''' state. For convenience the [[boolean constants]] have been defined in [[script.ldf]] to represent the '''true''' and '''fa These constants are used in the following ways in '''script.ldf''', the [[Core Game Resourc
    5 KB (672 words) - 18:30, 13 April 2020
  • == Constants == ...as well as the output format for the provided values (as described in the Constants section) Appears to be case-sensitive.
    9 KB (875 words) - 18:48, 16 May 2011
  • ...n of the toolset to confirm this. I believe that the missing MATERIAL_TYPE constants referred to in the help for [[SetMaterialType]] would, if they existed, poi ...ue entered into the '''RuneSlots''' column is based on the inventory slots constants and calculated in exactly the same way as discussed in the Item Sets sectio
    14 KB (1,910 words) - 21:57, 15 November 2009
  • ...ins many of the 2da-related constants. It was BioWare's intention that any constants in here should be synched with a specific 2da. |constants = true
    330 B (41 words) - 22:08, 24 August 2011
  • [[Scripting terminology#Constants|Constants]], [[Scripting terminology#Function|functions]] and [[struct keyword|struct ...Including <code>ability_h</code> in a script provides access to all of the constants, functions and structs in each of these include files in the hierarchy.
    2 KB (342 words) - 03:09, 3 January 2015
  • These are the available value ranges and predefined constants for AI_CUSTOM_AI_ACTIVE: Global custom AI constants that have been defined are:
    7 KB (905 words) - 13:53, 18 May 2011
  • ...* constants defined in the core scripts. Each skill has four ABILITY_SKILL constants (one for each level of skill), there's an ABILITY_SPELL for each spell, ABI [[Category:Constants]]
    811 B (111 words) - 20:16, 3 August 2011
  • ...rom [[2da_constants_h]] appear to have been deprecated. Use the [[RACE_*]] constants instead. [[Category:Constants]]
    2 KB (284 words) - 13:18, 3 August 2011
  • These constants refer to rows in [[RACE_base 2da]]. [[Category:Constants]]
    2 KB (250 words) - 23:26, 13 March 2012
  • Both Auto Complete (F2 or Ctrl+Space) and the Functions/Variables/Constants/Templates (FVCT) Panel contains all variables visible to the current script ...supports script level variables (i.e. those declared at the same level as constants and functions) these two features, at the very least, should not include va
    10 KB (1,718 words) - 14:46, 1 May 2010
  • == Constants ==
    1 KB (188 words) - 15:30, 7 August 2011
  • The Effects Constants include file, [[effect_constants_h]], contains the constants used in the Effects include file, [[effects_h]]. |constants = true
    597 B (76 words) - 19:35, 29 March 2015
  • ...[[TABLE_*|TABLE_ABILITIES_TALENTS]] and [[TABLE_*|TABLE_ABILITIES_SPELLS]] constants defined in [[2da_constants_h]]. ...| The type of ability. See [[abilitytype.xls]] and the [[ABILITY_TYPE_*]] constants in [[2da_constants_h]]:
    8 KB (1,330 words) - 21:15, 6 April 2015
  • A range of event constants (nEvent >= EVENT_TYPE_CHARGEN_START && nEvent <= EVENT_TYPE_CHARGEN_END) th sys_chargen_engine defines the constants CHARGEN_MODE_CREATE = 0 and CHARGEN_MODE_LEVELUP = 1, nMode's values are re
    678 B (93 words) - 00:45, 12 February 2010
  • ...a browser that can display all currently-defined functions, variables, or constants, or a set of 'template' scripts that can serve as a starting point when wri Here it is with "team" typed into the filter field, displaying only constants with names that contain the substring "team" (not case sensitive):
    13 KB (1,960 words) - 00:20, 10 August 2011
  • ...y:Object functions|Object functions]], [[:Category:Object constants|Object constants]]
    3 KB (373 words) - 12:24, 15 August 2011
  • (constants for referencing core script resources are available in the "global_objects_ ...NT_TYPE_CHARGEN_START]] and [[EVENT_TYPE_CHARGEN_END ]] - A range of event constants (nEvent >= EVENT_TYPE_CHARGEN_START && nEvent <= EVENT_TYPE_CHARGEN_END) th
    14 KB (2,021 words) - 12:26, 15 August 2011
  • ...nstants. These are not returned by this function, only the CREATURE_TYPE_* constants defined in [[script.ldf]] apply here.
    1 KB (156 words) - 13:22, 3 August 2011
  • |returndesc=One of the object type constants (OBJECT_TYPE_*) or OBJECT_TYPE_INVALID on failure. Returns the object type of the object oObject. Object types are constants (OBJECT_TYPE_*). Returns OBJECT_TYPE_INVALID on failure.
    951 B (136 words) - 18:49, 2 March 2010
  • [[Category:Constants]] [[Category:Effect constants]]
    1 KB (139 words) - 19:34, 29 March 2015
  • [[Category:Constants]] [[Category:Effect constants]]
    1 KB (187 words) - 16:46, 3 April 2015
  • [[Category:Constants]] [[Category:Placeable constants]]
    3 KB (339 words) - 17:55, 11 March 2012
  • [[Category:Constants]] [[Category:Placeable constants]]
    1 KB (164 words) - 17:55, 11 March 2012
  • : ''See [[:Category:Constants|Scripting constants]]''
    5 KB (818 words) - 22:09, 26 March 2012
  • //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
  • [[Category:Effect constants]][[Category:Constants]]
    4 KB (417 words) - 17:09, 3 April 2015
  • [[Category:Ability constants]][[Category:Constants]]
    1 KB (143 words) - 03:07, 4 April 2015
  • ...ral value should be noted in the Remarks section rather than creating fake constants:
    3 KB (359 words) - 14:34, 15 March 2012
  • [[Category:Constants]] [[Category:Effect constants]]
    16 KB (1,701 words) - 20:10, 10 March 2012
  • [[Category:Constants]] [[Category:Trap constants]]
    4 KB (408 words) - 20:58, 10 March 2012
  • [[Category:Constants]] [[Category:Trap constants]]
    5 KB (567 words) - 20:58, 10 March 2012
  • ...mn| dmg_type| int | See the [[damagetypes 2da]] and the [[DAMAGE_TYPE_*]] constants: {{2da column| dmg_flags | int | See the [[DAMAGE_EFFECT_FLAG_*]] constants:
    2 KB (219 words) - 22:47, 27 October 2014
  • [[Category:Constants]] [[Category:Trap constants]]
    1 KB (148 words) - 20:55, 10 March 2012
  • [[Category:Constants]] [[Category:Trap constants]]
    1 KB (124 words) - 21:01, 10 March 2012
  • [[Category:Constants]] [[Category:Effect constants]]
    1 KB (162 words) - 20:04, 29 March 2015
  • [[Category:Constants]] [[Category:Effect constants]]
    879 B (100 words) - 20:03, 29 March 2015
  • [[Category:Constants]] [[Category:Effect constants]]
    1 KB (140 words) - 19:44, 29 March 2015
  • ...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
  • See [[GUI_*]] for a complete list of GUI constants.
    560 B (82 words) - 19:50, 3 August 2011
  • |string0desc= plot GUID, defined as string constants
    460 B (70 words) - 01:12, 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
    18 KB (2,862 words) - 21:00, 4 September 2016
  • ...lable) to get and set plot flags using the plot's name and flag's names as constants, like so:
    15 KB (2,592 words) - 20:11, 19 November 2010
  • ...thing else represents the '''true''' state. For convenience two [[boolean constants]] have been defined in [[script.ldf]] to represent the true and false state
    2 KB (293 words) - 14:33, 13 April 2020
  • |param2desc=The optinal equip slot number. Use the INVENTORY_SLOT constants to specify a particular slot
    1 KB (199 words) - 18:04, 24 February 2010
  • |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
  • BASE_ITEM_TYPE constants are defined in [[2da_constants_h]].
    924 B (125 words) - 12:48, 10 August 2011

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