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  • Thrown when an object is in combat, and its current turn has just started.
    621 bytes (64 words) - 16:15, 19 December 2017
  • Adds combatlog text inside the combat log window. Color-/SizeFormatting should already be applied, if not color a Launch iterate event for each character in combat with the source. If you pass compare parameters, it will iterate over them
    68 KB (9,479 words) - 23:13, 17 October 2019
  • We can add new talents, attributes, and combat abilities through story scripting! Naturally, this is a workaround, so it d
    3 KB (493 words) - 18:49, 25 September 2017
  • ...anLogo_Icon.png|32px]] <big><b>[[Scripting in New Talents, Attributes, and Combat Abilities]]</b></big>
    244 bytes (36 words) - 23:57, 30 March 2019
  • ...slots available for when a character has no weapons and is unarmed in the combat state. ...imal:''' Creates a simplified animation set for an animal that can't enter combat. Doesn't allow additional tabs to be added and only has a '''Default''' and
    8 KB (1,390 words) - 15:40, 7 February 2018
  • ...#Sensible Action|Sensible Action]] includes arrest, then they will go into combat.
    17 KB (2,550 words) - 12:10, 7 February 2018
  • ...ent items during combat.|| ||(-1 Action Point cost - Free items equip in combat) ...iative||Leader Of The Pack||Increases your initiative by 5 at the onset of combat.|| ||(seems to be replaced by Wits)
    15 KB (1,944 words) - 14:38, 21 October 2021
  • In D:OS2, characters (and, more rarely, items) that participate in combat have '''relations''', which fall in 3 categories: ...0">Allied</span>, meaning one object wants to aid the other, and will join combat if they see them in a fight.
    7 KB (1,173 words) - 14:17, 10 April 2019
  • * The duration of a single combat round is 6.0 seconds
    3 KB (386 words) - 15:17, 7 June 2019
  • ...unt of damage the item does once per turn (once every 6 seconds outside of combat).
    825 bytes (125 words) - 16:54, 4 December 2017
  • ...camera focus can be easily cleared through external actions (e.g. joining combat).
    1 KB (175 words) - 17:04, 19 December 2017
  • ...Percentage''': The percentage of a character's HP that gets returned every combat round. Can be negative. ...e used as a bed. The character will recover a percentage of their HP every combat round or 6 seconds equal to '''Heal Percentage'''. If the parameter is nega
    704 bytes (104 words) - 08:59, 5 April 2019
  • ...Percentage''': The percentage of a character's HP that gets returned every combat rounds. Can be negative. ...used as a chair. The character will recover a percentage of their HP every combat round or 6 seconds equal to '''Heal Percentage'''. If the parameter is nega
    709 bytes (104 words) - 15:41, 18 December 2017
  • ...onally, it stops the following behaviour when '''_Char''' gets involved in combat and resumes it afterwards.
    824 bytes (83 words) - 16:39, 19 March 2021
  • ...at gets teleported as a result of this activation will remain in that same combat.
    641 bytes (53 words) - 17:45, 19 December 2017
  • ...to True. Objects with the ''CanFight'' property on True can get turns in a combat's initiative order. ...bject with ''CanJoinCombat'' and ''CanFight'' both set to False won't join combat or ever behave in a turn-based manner. This means that if such an object is
    1 KB (197 words) - 11:13, 20 December 2017
  • ...frozen characters cannot move or perform in-game actions and skip turns in combat. They also do not play animations.
    654 bytes (77 words) - 16:39, 7 June 2019
  • * By default, when a character leaves combat its physical and magical armour will regenerate to 100%. You can prevent th
    780 bytes (76 words) - 13:26, 20 December 2017
  • * By default, when a character leaves combat its physical and magical armour will regenerate to 100%. You can prevent th
    777 bytes (76 words) - 13:27, 20 December 2017
  • * By default, when a character leaves combat its hit points will regenerate to 100% after a few seconds due to a reactio
    869 bytes (87 words) - 13:37, 20 December 2017

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