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  • 1 bytes (0 words) - 22:36, 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) - 20:01, 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) - 13:40, 2 October 2017
  • 15 KB (2,645 words) - 15:21, 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) - 18:49, 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) - 11:01, 13 October 2017
  • * [[Change some exposed combat and gameplay variables]]
    4 KB (506 words) - 16:28, 28 July 2017
  • ==== Combat ==== * killcombat - kills all enemies in current combat
    5 KB (686 words) - 13:46, 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) - 06:01, 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) - 15:24, 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) - 20:01, 2 August 2017
  • * [[Change some exposed combat and gameplay variables]]
    3 KB (498 words) - 09:06, 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) - 15:14, 21 March 2019
  • * Also works outside combat.
    933 bytes (115 words) - 13:10, 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) - 16:10, 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) - 17:22, 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) - 07:38, 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) - 16:14, 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) - 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
  • ...target multiplier for targets that are not part of the source character's combat
    23 KB (3,433 words) - 12:40, 1 March 2018
  • Switches the current combat turn to '''_Target''', so that it can act immediately. * '''_Target''' must be in a combat.
    952 bytes (119 words) - 12:27, 2 October 2018
  • <li>COMBAT</li>
    2 KB (309 words) - 09:07, 4 April 2018
  • ...ains the character '''_Char''' and the '''_ID''' of the combat. Entering a combat will also clear any previous '''DB_CombatCharacters''' and '''DB_WasInComba ...s defined that contains the character '''_Char''' and the '''_ID''' of the combat
    1 KB (138 words) - 09:36, 6 July 2018
  • ...anLogo_Icon.png|32px]] <big><b>[[Scripting in New Talents, Attributes, and Combat Abilities]]</b> [[File:LarianLogo_Icon.png|32px]] <b><font color='green'>AP
    6 KB (911 words) - 10:26, 23 July 2018
  • ...and cannot be interacted with by anything or anyone using game mechanics (combat, surfaces, ...);
    2 KB (195 words) - 10:57, 24 April 2019
  • Thrown when an object is in combat, and its current turn has ended.
    612 bytes (63 words) - 16:15, 19 December 2017
  • 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
  • ...'_Event''' will be sent to '''_Character'''. If the '''_Character''' is in combat, they will move out of turn and ignoring remaining AP. If the destination i ...oblems mentioned above and several others, except for not participating in combat.
    3 KB (368 words) - 13:18, 1 December 2018
  • * A combat set: draw, hit, hit UA (combat hit), attack, stow ...to implement. You have one still slot per state group. i.e. one for out of combat and one for each weapon type the character can use. <br \>
    9 KB (1,591 words) - 11:53, 7 February 2018
  • ...ase this is an NPC), and the ability to [[Osiris/API/SetCanJoinCombat|join combat turn order]] when making a character detached.
    2 KB (329 words) - 21:02, 14 March 2018
  • Thrown when a base combat or civil ability score of a player character changes. The ''base'' term ref
    1 KB (138 words) - 17:36, 28 August 2018
  • * NPCs will never consume the item (e.g. in combat)
    2 KB (226 words) - 11:51, 12 July 2021
  • * When a character joins a combat as an active participant, it will draw its weapons (and sheathe them again
    1 KB (133 words) - 22:47, 20 July 2019
  • ...to whether the character is currently [[Osiris/API/CharacterIsInCombat|in combat]].
    750 bytes (82 words) - 15:47, 9 April 2019
  • ** COMBAT (in a combat)
    2 KB (277 words) - 16:38, 7 June 2019
  • ...that '''_Character''''s following behaviour gets suspended when it enters combat, and resumed afterwards.
    2 KB (208 words) - 21:21, 2 June 2022