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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 d3 KB (493 words) - 18:49, 25 September 2017
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- ...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 fle22 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 combat5 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
File:CombatGroupPanel AddModPanel Add.png combat group panel adding step by step(1,709 × 851 (1.07 MB)) - 15:30, 2 August 2017File:CombatGroupPanel AddModPanel Edit.png combat group panel editing step by step(1,709 × 851 (660 KB)) - 15:31, 2 August 2017File:CombatGroupPanel.png the Combat Group Panel overview(463 × 609 (37 KB)) - 17:47, 2 August 2017File:CombatGroupPanel Remove.png combat group panel remove highlight(583 × 222 (16 KB)) - 19:05, 2 August 2017File:CombatGroupPanel ContextMenu Add.png context menu group for combat highlight(1,094 × 851 (1.08 MB)) - 19:07, 2 August 2017- * [[Change some exposed combat and gameplay variables]]3 KB (498 words) - 09:06, 7 August 2017
File:CombatGroupPanel Delete.png combat group panel showing delete highlight(584 × 110 (8 KB)) - 19:25, 2 August 2017- ==== Combat scripting ==== ** no health regeneration 3 seconds after leaving combat: set the *character flag* GLO_BlockRegenAfterCombat (handled by DefaultChar2 KB (279 words) - 23:36, 23 October 2018
- ...ding:_Relationships_and_Alignments|alignments]] of nearby characters cause combat to start though. Items will remain in the combats they were involved in, if3 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 > 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 care838 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 combat1 KB (178 words) - 16:14, 19 December 2017