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  • The plots and scripting tab under the [[conversation]] editor has many powerful features: [[Image:Conversation plots and scripting.png]]
    11 KB (1,908 words) - 23:35, 10 August 2011
  • Scripting is used whenever the designers need control over the game's behaviour. The Detailed documentation for the scripting language can be found in the "dascript.chm" file, available in your "Dragon
    13 KB (1,960 words) - 00:20, 10 August 2011
  • ...ucceeds in his quest, the quest giver will know about it. This is done via scripting. Scripting is a programming language with a syntax similar to C. This tutorial assumes
    12 KB (2,075 words) - 22:55, 10 August 2011
  • 2 KB (351 words) - 20:17, 24 October 2009
  • Whereas on this scripting tutorial it shows it as:
    349 B (62 words) - 00:10, 13 November 2009
  • 665 B (105 words) - 09:46, 22 January 2010
  • [[Image:Scripting constant browser.png]] [[Image:Scripting constant browser filtered.png]]
    19 KB (374 words) - 03:01, 14 October 2011
  • File:Scripting constant browser.png|Перечень констант File:Scripting constant browser filtered.png|Фильтр констант
    17 KB (1,323 words) - 01:46, 24 June 2013
  • Вкладка "Plots and Scripting" на панели вкладок ниже окна реплик содер [[Image:Conversation plots and scripting.png]]
    16 KB (473 words) - 05:26, 18 June 2013
  • [[Category:Glossaries]][[Category:Scripting]]
    2 KB (314 words) - 14:39, 1 March 2012

Page text matches

  • The plots and scripting tab under the [[conversation]] editor has many powerful features: [[Image:Conversation plots and scripting.png]]
    11 KB (1,908 words) - 23:35, 10 August 2011
  • The [[Scripting terminology#constructor|constructor]] for an effect is the [[Effect]] funct There is no [[Scripting terminology#literal|literal]] for an effect.
    6 KB (922 words) - 13:22, 23 October 2011
  • Scripting is used whenever the designers need control over the game's behaviour. The Detailed documentation for the scripting language can be found in the "dascript.chm" file, available in your "Dragon
    13 KB (1,960 words) - 00:20, 10 August 2011
  • == [[Scripting overview]] - basic syntax == The Dragon Age scripting language is an evolution of '''nwscript''' which was used in '''Neverwinter
    5 KB (818 words) - 22:09, 26 March 2012
  • The [[Scripting terminology#constructor|constructor]] for an effect is the [[Effect]] funct There is no [[Scripting terminology#literal|literal]] for an effect.
    6 KB (923 words) - 13:27, 23 October 2011
  • Вкладка "Plots and Scripting" на панели вкладок ниже окна реплик содер [[Image:Conversation plots and scripting.png]]
    16 KB (473 words) - 05:26, 18 June 2013
  • The [[Scripting terminology#constructor|constructor]] for an event is the [[Event]] functio There is no [[Scripting terminology#literal|literal]] for an event.
    14 KB (2,021 words) - 12:26, 15 August 2011
  • Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/grou * use elegant and tidy scripting
    14 KB (2,177 words) - 21:43, 31 August 2011
  • File:Scripting constant browser.png|Перечень констант File:Scripting constant browser filtered.png|Фильтр констант
    17 KB (1,323 words) - 01:46, 24 June 2013
  • Also available in the root node are a simplified plot and scripting tab (see below for details) that allows you to modify plot flags and trigge == Plots and Scripting ==
    17 KB (2,855 words) - 07:20, 26 November 2013
  • ...yet. I'll continue assuming the latter since I can always make it my first scripting project ... In scripting the material type can be obtained using [[GetMaterialType]] and modified us
    14 KB (1,910 words) - 21:57, 15 November 2009
  • ...y to keep track of his progress. In Neverwinter Nights this was done using scripting directly, but in Dragon Age a new type of resource has been introduced that * The "Action" section of the "Plots and Scripting" tab of a conversation node allows plot flags to be set (made "true") or un
    23 KB (4,062 words) - 23:36, 10 August 2011
  • ...ucceeds in his quest, the quest giver will know about it. This is done via scripting. Scripting is a programming language with a syntax similar to C. This tutorial assumes
    12 KB (2,075 words) - 22:55, 10 August 2011
  • ...also maintain a plot table of local variables that can be accessed through scripting. These can be used to keep track of player progress through quests and cont *[[Image:IconScript.png]] [[Script]]s - Scripting is used whenever the designers need control over the game's behaviour. The
    4 KB (721 words) - 20:10, 3 February 2010
  • | Scripting work or mentoring ==== Scripting work or mentoring ====
    7 KB (1,168 words) - 23:53, 5 August 2014
  • *Раздел "Action" (действие) вкладки "Plots and Scripting" позволяет устанавливать(set) в TRUE или сбра
    39 KB (481 words) - 11:13, 14 February 2012
  • == Client Scripting Wait Commands == The client scripting language supports 2 built in commands for pausing a script:
    1 KB (143 words) - 20:44, 3 February 2010
  • The game should fire a scripting event to the world map object whenever a travel occurs. At this point the == Scripting functionality ==
    5 KB (845 words) - 10:58, 31 January 2011
  • ...gs and the other 128 are "defined" plot flags whose state is determined by scripting each time they're read. == Scripting ==
    15 KB (2,592 words) - 20:11, 19 November 2010
  • ...g to scripting (by merely selecting options on a conversation's "Plots and Scripting" tab), checking a Defined Flag will always involve a call to the appropriat With Defined Flags there's simply no getting away from scripting.
    10 KB (1,438 words) - 21:22, 9 October 2010
  • Item properties (i.e., fire damage) are assignable in the toolset and via scripting * Scripting functions to add properties
    5 KB (750 words) - 23:09, 8 February 2010
  • ==== Contest 4 (Scripting) ==== * mikemike37: scripting help from TimelordDC (thanks!) -10
    4 KB (455 words) - 14:51, 15 February 2012
  • ...ru|Инструкции по работе со скриптами]]''' ''[[Scripting tutorial|(en)]]'', '''[[Event_override/ru|Переопределение о ...mand queue. Used to set 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
  • ...ments which have names starting with '''effect'''. It can be referenced in scripting using the [[TABLE_*|TABLE_EFFECTS]] constant defined in [[2da_constants_h]] ...cts (such as VFX and Screenshake) have their effect constructor defined in scripting and require the proper <code>effect_<effect-name>_h</code> script file to b
    2 KB (339 words) - 14:32, 10 March 2013
  • ...are markers you can place in an area either for use as reference points in scripting or for placing notes on the map. To place a waypoint, right-click on the ar {{variable table row| AREA_COUNTER_1 to 10 | int | | Available for use by scripting.}}
    14 KB (2,314 words) - 11:18, 26 October 2014
  • ...sional arrays). These are read-only arrays containing various data used by scripting and the game engine. Each 2DA is simply an organized collection of strings ...ing a boolean is untested. It is probably safer to just use an integer for scripting purposes.
    14 KB (2,331 words) - 19:15, 2 August 2013
  • ! Scripting | C++ Based scripting language|| Proprietary scripting format.
    3 KB (354 words) - 03:22, 17 February 2011
  • | .[[CNS]] || Client scripting source | .[[LDF]] || Language definition file: Used by the scripting engines
    8 KB (1,079 words) - 12:22, 6 June 2011
  • ...nventory are transferred to a Bodybag. Some of the items may be destroyed (scripting determines the chance of this). ...ifier of the team the placeable belongs to. Team numbers are often used in scripting. }}
    17 KB (2,708 words) - 07:54, 2 December 2013
  • ...is untested. It is probably safer to use an [[Int (2da type)|integer]] for scripting purposes. * [[Boolean constant]] for a discussion of how booleans are handled in the scripting language
    900 B (142 words) - 13:22, 10 August 2011
  • == Character Creation Scripting ==
    3 KB (373 words) - 21:06, 25 December 2014
  • == Scripting Methods... ==
    6 KB (1,110 words) - 13:17, 23 December 2009
  • ===Scripting Your Area===
    2 KB (327 words) - 16:01, 17 November 2009
  • It is recommended that the reader should have some experience with scripting or coding in order to carry out the operations involved. The more you are r ...script) and are not used, but we will correct that later on when we do the scripting. You have to be careful here because the columns relate to the race IDs, so
    31 KB (4,632 words) - 19:14, 6 December 2016
  • == Scripting ==
    8 KB (969 words) - 17:37, 27 April 2020
  • [[Image:Scripting constant browser.png]] [[Image:Scripting constant browser filtered.png]]
    19 KB (374 words) - 03:01, 14 October 2011
  • 25 KB (1,125 words) - 08:39, 27 June 2013
  • ...are markers you can place in an area either for use as reference points in scripting or for placing notes on the map. To place a waypoint, right-click on the ar {{variable table row| AREA_COUNTER_1 to 10 | int | | Available for use by scripting.}}
    14 KB (2,315 words) - 00:14, 28 December 2011
  • [[Scripting terminology#Constants|Constants]], [[Scripting terminology#Function|functions]] and [[struct keyword|structs]] can be orga ...]. The naming convention for these include files is to prefix the plot's [[Scripting terminology#Resref|resref]] with <code>plt_</code>. The include file contai
    2 KB (342 words) - 03:09, 3 January 2015
  • ...ature]]; [[Compiling_2DAs|compile a 2DA]] and are comfortable with basic [[scripting]]. You can set this to any script you've created. See the [[scripting tutorial]] and [[character generation]] for more background and some simple
    11 KB (1,673 words) - 23:19, 27 October 2014
  • .... The syntax for DA scripts is very similar to the C programming language. Scripting is commonly used to:
    7 KB (1,106 words) - 18:01, 1 February 2022
  • ...with the same team number belong to the same team, which is often used in scripting plot-related events.}} ...a variable table. Only the values in the table can be set and retrieved by scripting. }}
    14 KB (2,190 words) - 15:10, 4 July 2010
  • ...doesn't cover any of that; see the tutorials on creatures, placeables, or scripting for more detail. This tutorial just covers the creation of items themselves
    5 KB (830 words) - 17:18, 1 February 2022
  • This can be done via scripting. ...what sort of random encounters to generate, but that's handled entirely in scripting so you can use them for other purposes or ignore them completely if you pre
    25 KB (4,306 words) - 22:14, 5 July 2010
  • ...ch have names starting with '''placeable_types'''. It can be referenced in scripting using the [[TABLE_*|TABLE_PLACEABLE_TYPE]] constant defined in [[2da_consta <br/>'''yaron''': We don't use this value - not in scripting and not in engine - we can get rid of it}}
    3 KB (481 words) - 23:24, 27 October 2014
  • The [[trap system]] combines various resources and scripting to produce, what appears to the Player as, individual traps that can be pla ...ble table row|PLC_TRAP_OWNER| object | 0 | Set when a trap is spawned from scripting}}
    10 KB (1,534 words) - 00:10, 9 March 2012
  • There is no [[Scripting terminology#literal|literal]] representation of the object type. In scripting, the "object" data type contains instances of game resources that have been
    3 KB (373 words) - 12:24, 15 August 2011
  • We have installed syntax highlighting for NWN scripting and DA scripting! Just use either the "dascript" or "nwscript" tags around your code. (like
    846 B (109 words) - 22:27, 12 December 2017
  • ...n the first place) and the way a [[resource]] literal has an 'R' prefix in scripting but not in 2das. But again, since we've got access to redirects now I guess
    5 KB (776 words) - 02:21, 10 November 2009
  • ...Age scripting language. These functions represent the lowest "level" that scripting has access to and many of them are only routinely accessed via wrapper func
    698 B (95 words) - 21:06, 27 November 2009
  • The [[Scripting terminology#constructor|constructor]] for a location is the [[Location]] fu There is no [[Scripting terminology#literal|literal]] for a location.
    1 KB (162 words) - 12:25, 15 August 2011
  • There are several [[Scripting terminology#constructor|constructors]] for a command, for example, [[Comman There is no [[Scripting terminology#literal|literal]] for a command.
    1 KB (167 words) - 12:22, 15 August 2011
  • You may also use [[string]] literals in scripting if you aren't concerned with localization to different languages.
    2 KB (386 words) - 07:36, 18 June 2013
  • The buffer effects are for lightning, though there are also scripting commands to control cloudiness, fog, lighting and such. ...lied at any given location which applies the effect to the area. There are scripting commands for finding and managing the effects based on either type or locat
    939 B (152 words) - 16:19, 28 September 2009
  • // Processes the list of scripting #include references to -- mappings from blank lines. There are issues with scripting
    587 KB (68,089 words) - 20:12, 28 October 2009
  • ...r content. But at the moment this is the only place where boolean usage in scripting is covered in detail so IMO it's inappropriate to simply delete the content ...more time on it until it can be removed to a more appropriate part of the scripting framework. Incidentally '''TRUE '''isn't ambiguous: '''true''' is.
    3 KB (482 words) - 19:18, 28 October 2009
  • ...in the game (Creature Type field in the toolset). They are used by engine, scripting and UI to make up and display the RPG ruleset of the game. ...ields that are independently tracked in the engine and are accessible from scripting:
    15 KB (2,137 words) - 13:22, 23 October 2011
  • The [[Scripting terminology#constructor|constructor]] for a vector is the [[Vector]] functi A vector [[Scripting terminology#literal|literal]] consists of one to three float values separat
    3 KB (374 words) - 18:17, 13 August 2011
  • ...ng functions are not used." This is ambiguous: does he in fact mean these scripting functions don't work? If they do work then this section needs to be reinst
    449 B (73 words) - 23:21, 2 August 2011
  • However the quality of scripting and document must be improved before it would be an appropriate reference. :Feel free to 'improve the quality' of the scripting, but it works, and people would like to know how to get a heartbeat working
    2 KB (235 words) - 22:41, 8 December 2009
  • ...y talk to the game, and both have hooks that lead directly into the game's scripting engine, so you might want to focus your initial exploration there. [[User:B ...ed, that I know of - and BioWare to boot. If we can hook directly into the scripting engine from the GUI, that would be pretty useful. I'll take a closer look a
    2 KB (329 words) - 03:10, 19 December 2009
  • ...s which have names starting with '''persistent'''. It can be referenced in scripting using the [[TABLE_*|TABLE_VFX_PERSISTENT]] constants defined in [[2da_const ...labels are used as tags for the resulting objects, which are referenced in scripting. Do '''not''' alter the pre-defined labels.}}
    1 KB (187 words) - 02:48, 4 April 2015
  • ...run ANY custom script you want. Anything that you can add to the game via scripting can therefore be compatibly added to an existing area. There is a collectio ...'': A limitation on scripts is that you cannot add merchants or stages via scripting. To add a merchant to an area with PRCSCR, a workaround would be necessary
    4 KB (685 words) - 08:43, 30 March 2011
  • - Buffer effects from scripting http://social.bioware.com/forum/Dragon-Age-Toolset/Toolset-Scripting/Events---How-To-properly-Override-them-255550-1.html
    2 KB (317 words) - 05:07, 21 April 2010
  • 63 KB (4,247 words) - 03:04, 14 October 2011
  • ...те - '''[[Scripting overview/ru|Обзор языка DAScript]]''' ''[[Scripting overview|(en)]]''.
    9 KB (190 words) - 03:37, 14 October 2011
  • ...ule features commented examples of some useful encounter design tricks and scripting practices, including: * Solid basics like function and constant libraries, plot scripting etc.
    13 KB (2,128 words) - 21:44, 31 August 2011
  • ...agments which have names starting with '''ABI_'''. It can be referenced in scripting using the [[TABLE_*|TABLE_ABILITIES_TALENTS]] and [[TABLE_*|TABLE_ABILITIES ...t in scripts. Many ITEMS use this value to hold the VFX ID to be used in scripting. The value is an ID from [[VFX_ 2da]]. See [[Ability_GetImpactObjectVfxId]]
    8 KB (1,330 words) - 21:15, 6 April 2015
  • ...the game (Creature Type field in the toolset). They are used by engine, scripting and UI to make up and display the RPG ruleset of the game. ...elds that are independently tracked in the engine and are accessible from scripting:
    15 KB (2,138 words) - 13:29, 23 October 2011
  • The C preprocessor directive <code>#define</code> exists in several scripting comments however this directive is not supported in dascript. [[Category:Scripting]]
    560 B (70 words) - 21:10, 18 February 2012
  • ...] defines the game engine [[event keyword|events]] that are exposed to the scripting engine, and controls whether they are routed to a [[script]], for example [ ...which have names starting with '''engineevents'''. It can be referenced in scripting using the [[TABLE_*|TABLE_EVENTS]] constant defined in [[2da_constants_h]].
    889 B (128 words) - 18:41, 8 May 2014
  • ...it defines each ability and all aspects of execution and handling in both scripting and engine code.
    27 KB (4,244 words) - 21:00, 6 April 2015
  • ...s which have names starting with '''ANIM_'''. It can also be referenced in scripting using the [[TABLE_*|TABLE_BASE_ANIMATIONS]] or [[TABLE_*|TABLE_COMBAT_ANIMA
    2 KB (366 words) - 00:04, 26 October 2014
  • ...agments which have names starting with '''APR_'''. It can be referenced in scripting using the [[TABLE_*|TABLE_APPEARANCE]] constant defined in [[2da_constants_
    11 KB (1,763 words) - 20:54, 22 February 2022
  • The [[2da]] is not listed in the [[M2DA_base 2da]] but can be referenced in scripting using the [[TABLE_*|TABLE_RULES_BACKGROUNDS]] constant defined in [[2da_con
    1 KB (209 words) - 19:10, 6 December 2016
  • *Tag (a label the creature can be referred to by with scripting)
    12 KB (1,998 words) - 23:37, 10 August 2011
  • Most of the scripting is inside the generic scripts for doors and creatures. However, the door an
    6 KB (1,154 words) - 17:43, 28 March 2010
  • ...tiate dialog with the object receiving the event, either by clicking or by scripting
    467 B (63 words) - 00:53, 12 February 2010
  • 6 KB (1,099 words) - 17:18, 1 February 2022
  • ...a variable table. Only the values in the table can be set and retrieved by scripting. }}
    13 KB (1,980 words) - 07:33, 3 November 2013
  • ...a variable table. Only the values in the table can be set and retrieved by scripting. }}
    7 KB (1,093 words) - 23:17, 10 August 2011
  • ...demo000pl_main plot file. This also allows for a centralized place to put scripting that deals with these events.
    18 KB (2,862 words) - 21:00, 4 September 2016
  • ...ojectiles in the Projectile Manager. These projectiles will report back to scripting when the projectile hits the target so that damage and effects can be appli
    4 KB (632 words) - 19:03, 16 February 2010
  • ...ecuteCommand channel for warnings/error messages near recently implemented scripting commands.
    6 KB (802 words) - 17:31, 25 April 2020
  • == Scripting ==
    2 KB (389 words) - 23:02, 3 July 2009
  • ...from their inventory. Additionally, you can set the flag to FALSE through scripting to allow the player to steal from a target more than once. Creatures with t
    6 KB (952 words) - 08:09, 22 May 2011
  • ...a variable table. Only the values in the table can be set and retrieved by scripting. }}
    10 KB (1,581 words) - 17:43, 11 March 2012
  • *[[Scripting tutorial]]
    6 KB (907 words) - 21:33, 22 February 2022
  • ...mand queue. Used to set 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
  • ...what sort of random encounters to generate, but that's handled entirely in scripting so you can use them for other purposes.
    896 B (131 words) - 19:08, 3 August 2011
  • |from= Scripting
    369 B (48 words) - 01:03, 12 February 2010
  • ...a variable table. Only the values in the table can be set and retrieved by scripting. }}
    16 KB (2,474 words) - 14:20, 21 February 2013
  • ...t types of popup message box that can be presented using the [[ShowPopup]] scripting function.
    284 B (40 words) - 00:12, 11 February 2013
  • An int [[Scripting terminology#literal|literal]] can be a decimal (base 10) or hexadecimal (ba
    2 KB (293 words) - 14:33, 13 April 2020
  • Property without actually parsing the effect in the scripting language.
    1 KB (140 words) - 16:28, 29 July 2009
  • |brief=Exposes ECString.Split to the scripting language using L"," as hardcoded delimiter.
    878 B (119 words) - 16:44, 29 July 2009
  • :''This article describes the logarithm scripting function. For information on log files, see [[ECLog.ini]]''
    1 KB (154 words) - 18:16, 17 February 2010
  • ...her listener events, or for event types other than the ones defined in the scripting language.
    1 KB (218 words) - 18:03, 24 February 2010
  • Property without actually parsing the effect in the scripting language.
    1 KB (140 words) - 16:53, 29 July 2009
  • ...municate with the game engine and can only be written to and not read from scripting. It is distinct from general purpose Effect Data structure which was previo
    1 KB (202 words) - 21:37, 29 March 2015
  • ...unicate with the game engine and can only be written to and not read from scripting. It is distinct from general purpose Effect Data structure which was previ
    1 KB (202 words) - 21:37, 29 March 2015
  • ...unicate with the game engine and can only be written to and not read from scripting. It is distinct from general purpose Effect Data structure which was previ
    1 KB (200 words) - 21:42, 29 March 2015
  • ...unicate with the game engine and can only be written to and not read from scripting. It is distinct from general purpose Effect Data structure which was previ
    1 KB (194 words) - 21:39, 29 March 2015
  • ...equipped, an irremovable item cannot be unequipped by the player, only by scripting.
    1,016 B (143 words) - 00:00, 16 January 2010
  • ...es starting with '''ambient_anim_patterns'''. It can also be referenced in scripting using the [[TABLE_*|TABLE_AMBIENT]] constant defined in [[2da_constants_h]]
    2 KB (267 words) - 15:20, 22 March 2012
  • A float [[Scripting terminology#literal|literal]] is a decimal (base 10) number and consists of
    3 KB (314 words) - 16:06, 2 February 2013
  • ...ve names starting with '''ai_ability_cond'''. It can also be referenced in scripting using the [[TABLE_*|TABLE_AI_ABILITY_COND]] constant defined in [[2da_const
    882 B (131 words) - 13:00, 19 October 2011
  • A string [[Scripting terminology#literal|literal]] consists of zero or more characters enclosed
    2 KB (247 words) - 12:23, 15 August 2011
  • There is no [[Scripting terminology#literal|literal]] for an itemproperty.
    1 KB (154 words) - 12:23, 15 August 2011
  • ...be included with a Builder to Builder Create and must be sent separately. Scripting examples to come later once there is a client to test for accuracy.
    29 KB (5,337 words) - 03:21, 22 May 2012
  • ...agments which have names starting with '''CLA_'''. It can be referenced in scripting using the [[TABLE_*|TABLE_RULES_CLASSES]] constant defined in [[2da_constan
    4 KB (600 words) - 20:54, 25 December 2014
  • Conversations, plots and scripting are tightly integrated; you can use simple plots and pre-defined triggers t
    1 KB (235 words) - 00:10, 16 September 2009
  • ; Variable 2DA management : One of the major differences in how scripting functions between NWN and DA is that you need to pre-define [[local variabl
    4 KB (620 words) - 16:57, 1 February 2022
  • The Core Game rules of Dragon Age are implemented mostly in the Scripting Language and Data. This page details the organization of the rules system,
    1 KB (144 words) - 19:57, 3 February 2010
  • Whereas on this scripting tutorial it shows it as:
    349 B (62 words) - 00:10, 13 November 2009
  • ...For example, searching for my own community name works, but not if I check Scripting. In general, checking any proficiency box appears to produce zero results.
    10 KB (1,784 words) - 09:54, 31 May 2010
  • A resource [[Scripting terminology#literal|literal]] must adhere to the pattern '''R"<ResourceName
    2 KB (275 words) - 12:23, 15 August 2011
  • ...are relatively simple and commonly needed, but that otherwise require deep scripting knowledge to figure out intuitively how to do.
    11 KB (1,454 words) - 16:49, 19 October 2014
  • There is no [[Scripting terminology#literal|literal]] for the player type.
    1 KB (158 words) - 12:23, 15 August 2011
  • Currently it is impossible to set items stealable via scripting but one can check IsItemStealable.
    145 B (19 words) - 08:38, 7 March 2010
  • ...copy it to a new file and modify the contents to suit your purposes. Spell scripting is a little beyond the scope of this tutorial so I've prepared a simple scr
    11 KB (1,604 words) - 15:35, 7 December 2013
  • ...'t really be any smaller. Feel free to modify it if you're confident with scripting.
    39 KB (4,983 words) - 20:54, 26 October 2014
  • ...which have names starting with '''Achievements'''. It can be referenced in scripting using the [[TABLE_*|TABLE_ACHIEVEMENTS]] constant defined in [[2da_constant
    2 KB (257 words) - 22:50, 4 April 2015
  • [[Category:Scripting]]
    4 KB (424 words) - 23:29, 13 April 2020
  • #Replace "$plot_file_name$" and "$check_flag_name$" with the custom [[Plot#Scripting|plot and plot flags]] you create for your module.
    11 KB (1,703 words) - 21:37, 26 April 2020
  • ...racter according to the specifications laid out in the GDAs, so no further scripting is required.
    9 KB (1,540 words) - 17:53, 4 December 2010
  • Currently it is impossible to set items to infinite via scripting. Currently modders must rely on complicated coding methods to fake an infin
    232 B (32 words) - 07:53, 7 March 2010
  • | Create a minigame or puzzle using scripting.
    5 KB (702 words) - 00:53, 6 November 2016
  • ...n be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. In addition,
    2 KB (306 words) - 11:06, 25 April 2020
  • ...ures like character generation and moving between levels are controlled by scripting.
    7 KB (1,235 words) - 17:21, 1 February 2022
  • ...approval, setting up romances, etc.). However, this requires more advanced scripting knowledge than the separate scripts. Eventually, I may add the scripts and
    24 KB (3,290 words) - 00:32, 6 August 2012
  • * Contains very little scripting. If the character is used in a mod the following need to be removed: Approv
    14 KB (2,119 words) - 21:43, 31 August 2011
  • *{{ulink|Scripting tutorial|Написание скриптов}}
    4 KB (202 words) - 20:53, 13 May 2014
  • Well, basic knowledge of the toolset and scripting.
    7 KB (1,090 words) - 19:31, 9 July 2011
  • Well, basic knowledge of the toolset and scripting.
    83 KB (11,764 words) - 17:21, 1 February 2022
  • ...be included with a Builder to Builder Create and must be sent separately. Scripting examples to come later once there is a client to test for accuracy.
    33 KB (4,559 words) - 20:18, 9 March 2011
  • ...tly when your mod is installed. Make sure to make any changes to companion scripting in your personal scripts rather than this one.
    5 KB (876 words) - 20:35, 14 June 2011
  • [[Events_h]] is an include file of all events that are created via scripting. The file contains:
    307 B (37 words) - 23:53, 11 August 2011
  • [[Category:Glossaries]][[Category:Scripting]]
    2 KB (314 words) - 14:39, 1 March 2012
  • '''90210''' is an event type [[Scripting terminology#literal|literal]] that is used in a number of scripts but which
    6 KB (608 words) - 21:09, 20 August 2011
  • The [[sys_chargen_h]] script is the main [[Scripting terminology#Include file|include file]] for the Character Generation system
    369 B (43 words) - 21:44, 2 January 2015
  • ...it defines each ability and all aspects of execution and handling in both scripting and engine code.
    27 KB (4,247 words) - 07:28, 14 October 2011
  • ...have names starting with '''ability_data'''. It can also be referenced in scripting using the [[TABLE_*|TABLE_ABILITY_DATA]] constant defined in [[2da_constant
    2 KB (219 words) - 22:47, 27 October 2014
  • ...ch have names starting with '''ability_effects'''. It can be referenced in scripting using the [[TABLE_*|TABLE_ABILITY_EFFECTS]] constant defined in [[2da_const
    1 KB (181 words) - 22:48, 27 October 2014
  • [[Category:Scripting]]
    1 KB (134 words) - 21:06, 18 February 2012
  • ...gments which have names starting with '''traps'''. It can be referenced in scripting using the [[TABLE_*|TABLE_TRAPS]] constant defined in [[2da_constants_h]].
    3 KB (547 words) - 23:26, 27 October 2014
  • ...fragments which have names starting with "RACE_". It can be referenced in scripting using the [[TABLE_*|TABLE_RULES_RACES]] constant defined in [[2da_constants
    2 KB (370 words) - 14:43, 19 March 2012
  • ...lid target is already available) the specified event will be fired back to scripting.
    2 KB (249 words) - 13:53, 26 March 2012
  • ...have names starting with '''effect_immunities'''. It can be referenced in scripting using the [[TABLE_*|TABLE_EFFECT_IMMUNITIES]] constant defined in [[2da_con
    2 KB (294 words) - 15:15, 10 March 2013
  • ...ave names starting with '''effect_regeneration'''. It can be referenced in scripting using the [[TABLE_*|TABLE_EFFECT_REGENERATION]] constant defined in [[2da_c
    758 B (104 words) - 20:04, 8 May 2014
  • ...h have names starting with '''background_names'''. It can be referenced in scripting using the [[TABLE_*|TABLE_STARTING_EQUIPMENT]] constant defined in [[2da_co
    2 KB (235 words) - 19:09, 6 December 2016
  • ...acter according to the specifications laid out in the GDAs, so no further scripting is required.
    9 KB (1,531 words) - 20:50, 26 October 2014
  • Larger mods and campaigns may prefer a more professional approach which makes scripting more legible by identifying the resource type etc.
    10 KB (1,636 words) - 11:18, 10 September 2022