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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
  • <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
  • === [[Community: Combat groups | Combat groups]] ===
    1 KB (127 words) - 15:50, 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) - 14:32, 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) - 19:23, 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) - 15:31, 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) - 14:52, 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) - 19:20, 11 December 2018
  • ...anLogo_Icon.png|32px]] <big><b>[[Scripting in New Talents, Attributes, and Combat Abilities]]</b></big>
    2 KB (349 words) - 09:14, 23 July 2018
  • [[File:LarianLogo_Icon.png|32px]] <big><b>[[Combat AI]]</b></big>
    1 KB (199 words) - 17:14, 20 February 2018
  • [[File:CombatGroupPanel_Icon.png|32px]] <big><b>[[Combat group panel]]</b></big>
    2 KB (239 words) - 15:32, 7 February 2018
  • ...that are in combat are automatically force updated for the duration of the combat.
    2 KB (292 words) - 11:40, 23 May 2019
  • [[File:CombatGroupPanel_Icon.png|32px]] <big><b>[[Community: Combat groups | Combat groups]]</b></big>
    3 KB (402 words) - 13:28, 2 October 2017
  • There are four properties under this category : Talents, Attributes, Combat and Civil ability points. <br />
    4 KB (630 words) - 09:10, 23 October 2017
  • ...target multiplier for targets that are not part of the source character's combat
    23 KB (3,433 words) - 11:40, 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) - 11:27, 2 October 2018
  • <li>COMBAT</li>
    2 KB (309 words) - 08:07, 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) - 08:36, 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) - 09:26, 23 July 2018
  • ...and cannot be interacted with by anything or anyone using game mechanics (combat, surfaces, ...);
    2 KB (195 words) - 09:57, 24 April 2019
  • Thrown when an object is in combat, and its current turn has ended.
    612 bytes (63 words) - 15:15, 19 December 2017
  • Thrown when an object is in combat, and its current turn has just started.
    621 bytes (64 words) - 15:15, 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) - 22:13, 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) - 17:49, 25 September 2017
  • ...anLogo_Icon.png|32px]] <big><b>[[Scripting in New Talents, Attributes, and Combat Abilities]]</b></big>
    244 bytes (36 words) - 22:57, 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) - 14:40, 7 February 2018
  • ...#Sensible Action|Sensible Action]] includes arrest, then they will go into combat.
    17 KB (2,550 words) - 11:10, 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) - 13:38, 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) - 13:17, 10 April 2019
  • * The duration of a single combat round is 6.0 seconds
    3 KB (386 words) - 14:17, 7 June 2019
  • ...unt of damage the item does once per turn (once every 6 seconds outside of combat).
    825 bytes (125 words) - 15:54, 4 December 2017

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