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  • ...on creatures and placeable containers (not bags). Creatures will fire the Treasure System when they die, and placeables will fire it when they spawn. ...mation is the Treasure Category of the object. This determines what set of treasure tables the system will look at for this object.
    6 KB (952 words) - 08:09, 22 May 2011
  • ...uipped gear dropping. Furthermore, if you leave it at 0.0, then the stupid treasure system pulls a default value out of the AUTOSCALE table.
    331 B (52 words) - 06:00, 20 December 2009
  • Система выдачи плюшек (Treasure System), именуемая далее '''СВП''' работает тол {{Languages|Treasure system}}
    9 KB (187 words) - 07:44, 14 October 2011

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  • ...on creatures and placeable containers (not bags). Creatures will fire the Treasure System when they die, and placeables will fire it when they spawn. ...mation is the Treasure Category of the object. This determines what set of treasure tables the system will look at for this object.
    6 KB (952 words) - 08:09, 22 May 2011
  • These are common containers where a player can find treasure. These objects play a simple ‘open’ animation when left clicked. These are common containers where a player can find treasure. These containers have no ‘open’ animation.
    17 KB (2,708 words) - 07:54, 2 December 2013
  • ...om Microsoft Excel files. If you want to add new basic creature types, new treasure types, and so forth, you'll need to create new [[2DA]] files. == [[Treasure system]] ==
    5 KB (818 words) - 22:09, 26 March 2012
  • For automatically-generated treasure, see the [[treasure system]]. ...om. Setting this to 1 will make a creature unable to be stolen from. See [[Treasure system]].}}
    14 KB (2,190 words) - 15:10, 4 July 2010
  • == Система выдачи плюшек (Treasure System) == Система выдачи плюшек (Treasure System) позволяет выдавать различные плюшки
    9 KB (190 words) - 03:37, 14 October 2011
  • * "Treasure category" determines what type of loot it drops ...her-quality loot. To determine what ''kind'' of loot is generated, set the treasure category property. Different types of monsters will generally carry differe
    12 KB (1,998 words) - 23:37, 10 August 2011
  • {{2da column|CREATURE_GROUP| int | associates appearances with creature treasure groups in [[TS_Group.xls]]. * -ve - No Treasure
    11 KB (1,763 words) - 20:54, 22 February 2022
  • | [[treasure 2da|treasure]] | [[treasure.xls]]
    80 KB (9,468 words) - 18:23, 3 April 2016
  • ...ring determines which of the treasure tables this treasure type refers to. Treasure tables are defined in 2DAs with the prefix string at the front of their nam {{2da column|Resource|resource| the item resource for this treasure}}
    3 KB (443 words) - 18:36, 28 January 2010
  • *Treasure Category: Determines what kinds of treasure is automatically generated for this creature. *Treasure Category:
    14 KB (2,314 words) - 11:18, 26 October 2014
  • *Treasure Category: Determines what kinds of treasure is automatically generated for this creature. *Treasure Category:
    14 KB (2,315 words) - 00:14, 28 December 2011
  • |brief = Get the treasure category. [[Category:Treasure functions]]
    846 B (105 words) - 18:15, 11 March 2012
  • |brief = Get the treasure category. [[Category:Treasure functions]]
    862 B (106 words) - 18:10, 11 March 2012
  • |brief = Get the treasure rank. [[Category: Treasure functions]]
    844 B (105 words) - 18:08, 11 March 2012
  • Система выдачи плюшек (Treasure System), именуемая далее '''СВП''' работает тол {{Languages|Treasure system}}
    9 KB (187 words) - 07:44, 14 October 2011
  • ...an render popup text. They can be destroyed or bashed or hold inventory or treasure within. They can be holders of conversations. In this tutorial we'll mainly
    6 KB (1,137 words) - 11:25, 22 July 2014
  • ...editor, with various settings for how tough it is in a fight, what sort of treasure it's carrying, and so forth. When you then set up an area and place a numbe
    6 KB (877 words) - 10:01, 15 February 2012
  • ...source name) then edit it. There can be repercussions - some systems (e.g. treasure, recipes) refer to core resource names explicitly, so 2DA files have to be
    7 KB (1,156 words) - 08:06, 5 January 2011
  • [[creature_core]] handles XP and treasure awards.
    306 B (43 words) - 00:52, 12 February 2010
  • Material Progression appears to be used the Treasure System for auto-scaling armour, shield and weapons for loot (as seen in [[s
    14 KB (1,910 words) - 21:57, 15 November 2009

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