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  • Events are usually passed off to an [[object keyword|object's]] [[event script]] f Scripting Events have an integer type, target object, a time delay and a package of paramete
    14 KB (2,021 words) - 12:26, 15 August 2011
  • Lets start off with a script to handle the character generation events that are normally handled by the module_core script. Create a new script ca // Handle character generation events sent by the engine.
    31 KB (4,632 words) - 19:14, 6 December 2016
  • ...game, e.g., you open or close the inventory, talents, skills, or world map gui, all the module event scripts you have installed are fire and processed (pr //capture events
    83 KB (11,764 words) - 17:21, 1 February 2022
  • * '''Game state events''' ..._PARTYMEMBER_ADDED ]] - Party member added to active party using the party GUI
    15 KB (1,680 words) - 05:37, 14 October 2011
  • ...e progress or location of quests, or indications of changes or significant events in the world. Enable/Disable world map GUI button.
    5 KB (845 words) - 10:58, 31 January 2011
  • ...eration, and StartCharGen causes the game to show the character generation GUI to the player. ...light hitch; the area transition code needs to be split over two different events.
    18 KB (2,862 words) - 21:00, 4 September 2016
  • ...modders and players since such overwrites cannot be turned off in the game GUI. This technique is deprecated - mods should be distributed in the approved ...[Event_override | event override]] for recommended methods of intercepting events.
    15 KB (2,377 words) - 13:26, 23 October 2011
  • ...odders and players since such overwrites cannot be turned off in the game GUI. This technique is deprecated - mods should be distributed in the approved ...[Event_override | event override]] for recommended methods of intercepting events.
    15 KB (2,378 words) - 13:31, 23 October 2011
  • ...rksheet completely though they would still have to work within the current GUI limitation of 6 backgrounds. ...ys_chargen script you just created. It can also be used to intercept other events if you want to alter other things or add items to a newly created character
    18 KB (2,479 words) - 12:52, 11 June 2011
  • ...several things; it needs to do event handling and it needs to hand certain events to a customized sys_chargen script for further handling. ...luded in the game work; for this to happen, you need to listen for certain events to occur and provide a way for the abilities to respond to them. For exampl
    17 KB (3,007 words) - 14:08, 28 December 2013
  • ...w modify your custom companion's approval through gift giving and scripted events. ...see below (to perfect things like approval rating showing on the inventory GUI for Valeria, use different approval names than the core game ones etc, but
    28 KB (3,821 words) - 01:50, 18 July 2011
  • This event appears to be used with the [[army control]] GUI. [[Category:Area events|PLOTACTION]]
    314 B (44 words) - 00:34, 12 February 2010
  • ...me, e.g., you open or close the inventory, talents, skills, or world map gui, all the module event scripts you have installed are fire and processed ( //capture events
    7 KB (1,090 words) - 19:31, 9 July 2011