Search results

Jump to: navigation, search
  • Thrown when an object (character or item) leaves a combat. * '''_Object''': The object that has left the combat
    890 bytes (108 words) - 16:15, 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) - 20:13, 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) - 20:13, 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) - 14:18, 13 July 2018
  • ...nitive Edition) '''EnteredCombat''': one of the scene participants entered combat
    4 KB (565 words) - 11:12, 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) - 07:42, 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) - 00:00, 8 February 2018
  • <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) - 13:40, 2 October 2017
  • === [[Community: Combat groups | Combat groups]] ===
    1 KB (127 words) - 16:50, 7 September 2017
  • Thrown when an object (character or item) has entered a combat and all combat initialisation related to this object has finished. * '''_Object''': The object that has entered the combat
    2 KB (251 words) - 15:32, 13 August 2021
  • ...Mode''', this will toggle Peace Mode on/off, allowing enemies to not enter combat with the players automatically
    8 KB (1,368 words) - 20:23, 30 August 2017
  • * '''AbilityChange''': Encompasses both Civil and Combat abilities (can be weighted). '''TODO''': A list of these abilities. ...mStartingCombatAbilityPoints''': If not weighted, must match the number of combat ability points assigned '''(required)'''.
    9 KB (822 words) - 16:31, 26 August 2017
  • * '''Cooldown''', the cooldown in turns. Can be set to -1 for a once per combat skill. * '''Requirements''', conditional requirements: Combat, Immobile (typically checking !Immobile for teleport skills)
    14 KB (2,074 words) - 15:52, 19 February 2018
  • <li>USAGE COMBAT: can only be executed during combat when its the turn of the object</li> <li>USAGE WAITING: can only be executed during combat when waiting for its turn</li>
    23 KB (3,666 words) - 20:20, 11 December 2018
  • ...anLogo_Icon.png|32px]] <big><b>[[Scripting in New Talents, Attributes, and Combat Abilities]]</b></big>
    2 KB (349 words) - 10:14, 23 July 2018
  • [[File:LarianLogo_Icon.png|32px]] <big><b>[[Combat AI]]</b></big>
    1 KB (199 words) - 18:14, 20 February 2018
  • [[File:CombatGroupPanel_Icon.png|32px]] <big><b>[[Combat group panel]]</b></big>
    2 KB (239 words) - 16:32, 7 February 2018
  • ...that are in combat are automatically force updated for the duration of the combat.
    2 KB (292 words) - 12:40, 23 May 2019
  • [[File:CombatGroupPanel_Icon.png|32px]] <big><b>[[Community: Combat groups | Combat groups]]</b></big>
    3 KB (402 words) - 14:28, 2 October 2017
  • There are four properties under this category : Talents, Attributes, Combat and Civil ability points. <br />
    4 KB (630 words) - 10:10, 23 October 2017

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)