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  • 23 B (3 words) - 12:59, 20 October 2011
  • ...et 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
  • 413 B (64 words) - 00:48, 12 February 2010
  • 1 KB (161 words) - 12:28, 3 August 2011
  • This page describes the technical implementation and flow of combat logic in the game scripts. It deals mostly with weapon based combat, for spells and abilities, please see [[Ability|Abilities]].
    6 KB (835 words) - 13:42, 4 April 2015
  • 594 B (57 words) - 22:10, 28 October 2009
  • ...lset). There's a lot of obscure stuff in there that profoundly affects how combat resolution works out. The other option might be to spin off a seperate wiki
    2 KB (294 words) - 17:43, 30 October 2009
  • Combat_h.nss handles the core rule resolution logic for non-talent combat interaction. // Combat movement expands the maximum bonus to +20
    18 KB (1,264 words) - 04:30, 28 October 2009
  • 2 KB (146 words) - 18:47, 14 January 2010
  • The [[combat_h]] include file holds the combat resolution logic for the tactic game. ...ore game resource - any change to this file has the potential to wreck the combat system so handle with care.
    1 KB (188 words) - 15:30, 7 August 2011
  • 680 B (79 words) - 15:26, 7 August 2011
  • 2 KB (201 words) - 15:26, 7 August 2011
  • 674 B (64 words) - 15:26, 7 August 2011
  • 2 KB (164 words) - 15:26, 7 August 2011
  • 2 KB (137 words) - 15:31, 7 August 2011
  • 13 KB (893 words) - 15:31, 7 August 2011
  • 10 KB (679 words) - 15:31, 7 August 2011
  • 7 KB (476 words) - 15:31, 7 August 2011
  • // We retired combat result blocked, so we treat it as a miss here.
    9 KB (740 words) - 15:31, 7 August 2011
  • 566 B (60 words) - 15:31, 7 August 2011

Page text matches

  • | 28 || Combat Health Regen || 20 | 30 || Combat Mana Regen || 20
    13 KB (1,462 words) - 16:57, 1 February 2022
  • * 0 for no synchronized combat * 1 for synchronized combat
    11 KB (1,763 words) - 20:54, 22 February 2022
  • Triggers combat between 2 creatures. ...s. This function does nothing else. The perception system will trigger the combat itself.
    4 KB (633 words) - 22:36, 2 February 2010
  • ** at least one combat encounter * avoid repetition and tiresome/uninteresting dialogues and combat.
    13 KB (2,128 words) - 21:44, 31 August 2011
  • * '''Combat''' ...et combat mode and combat camera/music. Also fires by scripting to trigger combat after being attacked or an ally is attack.
    14 KB (2,021 words) - 12:26, 15 August 2011
  • This page describes the technical implementation and flow of combat logic in the game scripts. It deals mostly with weapon based combat, for spells and abilities, please see [[Ability|Abilities]].
    6 KB (835 words) - 13:42, 4 April 2015
  • Properties are 32-bit floating point values associated with every combat capable creature in the game (Creature Type field in the toolset). They are ...RIBUTE || 0 || 20 || The creature's health regeneration rate (per tick) in combat.
    15 KB (2,137 words) - 13:22, 23 October 2011
  • == combat == *[[:Image:Combat.jpg|combat]] - Open Combat Area
    11 KB (1,876 words) - 12:57, 17 August 2012
  • * '''Combat''' ...et 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
  • == combat == File:Combat.jpg|'''combat'''<br/>Open Combat Area
    11 KB (1,925 words) - 15:29, 13 August 2011
  • Properties are 32-bit floating point values associated with every combat capable creature in the game (Creature Type field in the toolset). They ar ...RIBUTE || 0 || 20 || The creature's health regeneration rate (per tick) in combat.
    15 KB (2,138 words) - 13:29, 23 October 2011
  • * Skills - Abilities usable by all classes, such as Survival and Combat training (abilitytype=3). ...e_abilites but instead have checks coded against their Ids directly in the combat resolution scripts (e.g. HasAbility( oCreature, ABILITY_TALENT_LETHALITY ))
    27 KB (4,244 words) - 21:00, 6 April 2015
  • ...e the creature's combat activities directly and prevents the usual default combat AI from running for it. *CAI_RUNNER_RUN - used by a creature who flees from the PC in the middle of combat for some reason or another.
    7 KB (905 words) - 13:53, 18 May 2011
  • |brief=This function gets the Creature Strength Modifier from the Combat Interaction data on oAttacker |param1desc=the creature whose combat interaction data we are querying
    1 KB (150 words) - 19:53, 25 February 2010
  • |brief=This function gets the combat target of a creature |param1desc=the creature whose combat target we are querying
    1 KB (158 words) - 19:48, 25 February 2010
  • |brief=This function gets the Combat State of a creature |param1desc=the creature whose combat state we are querying
    904 B (127 words) - 19:49, 25 February 2010
  • |brief=This function gets the Weapon Armor Penetration from the Combat Interaction data on oAttacker |param1desc=the creature whose combat interaction data we are querying
    1 KB (183 words) - 19:07, 24 February 2010
  • |brief=This function gets the Weapon Attack Rating from the Combat Interaction data on oAttacker |param1desc=the creature whose combat interaction data we are querying
    1 KB (168 words) - 18:44, 2 March 2010
  • |brief=This function gets the Weapon Base Damage from the Combat Interaction data on oAttacker |param1desc=the creature whose combat interaction data we are querying
    1 KB (168 words) - 18:44, 2 March 2010
  • |brief=This function gets the Weapon Strength Modifier from the Combat Interaction data on oAttacker |param1desc=the creature whose combat interaction data we are querying
    1 KB (167 words) - 23:24, 12 February 2010

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