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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

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