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  • ...dled by a default script (for example if you're overriding one aspect of a creature's event response but the rest of the default creature_core responses respon (constants for referencing core script resources are available in the "global_objects_
    14 KB (2,021 words) - 12:26, 15 August 2011
  • ...want to create your own templates you do not need to alter anything on the creature except for their inventory. === 2DA Constants ===
    31 KB (4,632 words) - 19:14, 6 December 2016
  • Custom AI allows the creature's event script to handle the creature's combat activities directly and prevents the usual default combat AI from Custom AI is enabled via the AI_CUSTOM_AI_ACTIVE variable in a [[creature]]'s variable table, which also keeps track of the current 'state' the custo
    7 KB (905 words) - 13:53, 18 May 2011
  • ...[EVENT_TYPE_PERCEPTION_APPEAR]] - A creature enters the perception area of creature receiving the event ...VENT_TYPE_PERCEPTION_DISAPPEAR]] - A creature exits the perception area of creature receiving the event
    15 KB (1,680 words) - 05:37, 14 October 2011
  • : ''See [[:Category:Constants|Scripting constants]]'' ...is fired to an area's script when a team of creatures dies in it or when a creature (such as the player) enters
    5 KB (818 words) - 22:09, 26 March 2012
  • ...ence or at random. Exact behaviour is controlled by local variables on the creature template (see below). Local variables stored on the creature used by this script:
    3 KB (416 words) - 01:05, 25 August 2011
  • == Prepare Creature, char_stage and Party Picker m2DAs == Follow the same steps to create your follower creature, char_stage and Party Picker m2DAs as you did in the [[basic follower tutor
    39 KB (4,983 words) - 20:54, 26 October 2014
  • ...[[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
  • ...n (crafting) seems fairly straightforward: the Player collects "junk" from creature drops. The recipes are all in [[recipes.xls]] and I believe all we have to ...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
    14 KB (1,910 words) - 21:57, 15 November 2009
  • Set the creature's CREATURE_SPAWN_DEAD variable to 2. When it's time for the creature to rise and attack, execute the following script commands:
    11 KB (1,454 words) - 16:49, 19 October 2014
  • Creature codex entries appear when a creature of a given appearance is first killed. The codex text used is determined by ...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
  • // When: A creature enters the area // When: A creature exits the area
    20 KB (2,132 words) - 09:43, 17 October 2017
  • These constants refer to rows in [[RACE_base 2da]]. [[Category:Constants]]
    2 KB (250 words) - 23:26, 13 March 2012
  • |brief=Returns the rank of a creature |param1desc=The creature
    945 B (127 words) - 13:24, 3 August 2011
  • |brief=Sets the rank of a creature. |param1desc=The creature
    945 B (130 words) - 13:23, 3 August 2011
  • |description = creature resurrected. ...tire team of creatures is destroyed. The event is fired to the last living creature on the team
    32 KB (3,772 words) - 19:54, 21 August 2011
  • | This Script serves to any custom NPC or Creature to a Area of choice. ''(removable)'' // "plt_" + quest name allows you to reference the flag names as constants.
    11 KB (1,703 words) - 21:37, 26 April 2020
  • An alternative would be to release libraries with these names defined as constants (I'm assuming since I haven't seen them they don't currently exist) however ...creature variable 2DA I have to replicate the changes to each of my custom creature variable 2DAs or risk the core functionality failing. This situation is the
    2 KB (325 words) - 19:45, 22 February 2010
  • *Handle creature and party member [[AI]] ...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
    13 KB (1,960 words) - 00:20, 10 August 2011
  • ...a lists, the general approach is to place different instances of the same creature in all areas that will use it, setting them inactive or active as necessa ...y:Object functions|Object functions]], [[:Category:Object constants|Object constants]]
    3 KB (373 words) - 12:24, 15 August 2011
  • |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