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  • 1 bytes (0 words) - 21:36, 27 July 2017
  • <sub>An overview of the Combat Group Panel</sub><br /><br /> The Combat Group panel is a panel that outlines all the [[Combat Group|Combat Groups]] in the current level.
    11 KB (1,895 words) - 19:01, 2 August 2017
  • <sub>An overview of the Combat Group Panel</sub><br /><br /> The Combat Group panel is a panel that outlines all the [[Combat Group|Combat Groups]] in the current level.
    11 KB (1,895 words) - 12:40, 2 October 2017
  • 15 KB (2,645 words) - 14:21, 13 March 2018
  • We can add new talents, attributes, and combat abilities through story scripting! Naturally, this is a workaround, so it d
    3 KB (493 words) - 17:49, 25 September 2017

Page text matches

  • ...eep the combat alive (i.e., if the only "enemies" left are all inspectors, combat will end) The combat designer changes the behaviour of the root of the rooster: it doesn’t fle
    22 KB (4,020 words) - 10:01, 13 October 2017
  • * [[Change some exposed combat and gameplay variables]]
    4 KB (506 words) - 15:28, 28 July 2017
  • ==== Combat ==== * killcombat - kills all enemies in current combat
    5 KB (686 words) - 12:46, 2 October 2017
  • ...rkaround a discovered bug that prevents game made characters from entering combat with hostile NPCs. After we get our script working, we'll revisit it and go ...uses of Combat Groups and Factions as well as some options for initiating combat from story scripts. <br />
    5 KB (908 words) - 05:01, 31 December 2017
  • ...ompletely initialised. I.e., all initial participants have been added, and combat is ready to start. _CombatID: A handle that identifies the combat. Should always be > 0.
    10 KB (1,461 words) - 14:24, 2 August 2017
  • <sub>An overview of the Combat Group Panel</sub><br /><br /> The Combat Group panel is a panel that outlines all the [[Combat Group|Combat Groups]] in the current level.
    11 KB (1,895 words) - 19:01, 2 August 2017
  • * [[Change some exposed combat and gameplay variables]]
    3 KB (498 words) - 08:06, 7 August 2017
  • ...ding:_Relationships_and_Alignments|alignments]] of nearby characters cause combat to start though. Items will remain in the combats they were involved in, if
    3 KB (416 words) - 14:14, 21 March 2019
  • * Also works outside combat.
    933 bytes (115 words) - 12:10, 20 December 2017
  • ...ompletely initialised. I.e., all initial participants have been added, and combat is ready to start. * '''_CombatID''': A handle that identifies the combat. Should always be &gt; 0.
    765 bytes (94 words) - 15:10, 19 December 2017
  • Kills everyone in combat with '''_Character''' that is hostile to '''_Character'''. * If you wish to remove a character from combat, use [[Osiris/API/LeaveCombat|LeaveCombat]] instead.
    483 bytes (53 words) - 16:22, 19 December 2017
  • ...tly involved it. Should not be called if '''_Target''' is currently not in combat. ...uring the next frame. If you wish to prevent it from rejoining any further combat, call [[Osiris/API/SetCanJoinCombat|SetCanJoinCombat]] instead (but be care
    838 bytes (111 words) - 06:38, 23 October 2018
  • Thrown when an object (character or item) enters a combat. * '''_Object''': The object that has entered the combat
    1 KB (178 words) - 15:14, 19 December 2017
  • Thrown when an object (character or item) leaves a combat. * '''_Object''': The object that has left the combat
    890 bytes (108 words) - 15:15, 19 December 2017
  • ...a combat means performing actions to heal/hurt other participants in the combat. Controlling whether or not a character/item will enter the turn-based mode ...NPCs means that they will not perform any actions when it is their turn in combat. Note that this can easily wreak havoc due to interactions with other syste
    1 KB (173 words) - 19:13, 4 February 2018
  • ...g its turns in a combat). Controlling whether or not a character/item in a combat will do so happens using the [[Osiris/API/SetCanFight|SetCanFight]] call. ...a combat and 0 is passed to '''_Enabled''', '''_Target''' will leave this combat immediately.
    1 KB (178 words) - 19:13, 4 February 2018
  • ...or summon controlled by that user kills '''_NPC''', or was hostile and in combat with '''_NPC''' when they died.
    780 bytes (95 words) - 13:18, 13 July 2018
  • ...nitive Edition) '''EnteredCombat''': one of the scene participants entered combat
    4 KB (565 words) - 10:12, 16 October 2019
  • ...his after checking that the characters can hold a conversation (are not in combat, are not henchmen, ...), and after any checks regarding the generics system
    871 bytes (98 words) - 06:42, 23 October 2018
  • ...his after checking that the characters can hold a conversation (are not in combat, are not henchmen, ...), but before any checks regarding the generics syste
    2 KB (219 words) - 23:00, 7 February 2018

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