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  • If the player or any entity other than the tunnelers are caught in a tunnel when it loses stability and
    3 KB (549 words) - 12:54, 28 April 2024
  • '''Entity:loadList''' /Entity.lua/loadList
    11 KB (1,628 words) - 01:07, 6 February 2018
  • ...an NPC can talk. In the code below we set the "can_talk" variable of the entity and we also set the black knight's faction ([[factions]]) to be the same as ...be passing "black_knight", the black knight entity and finally the player entity. Now we need to actually create the chat so T-Engine has something to find
    8 KB (1,255 words) - 15:30, 21 May 2013
  • ...here are several stats related to vision that determine whether or no that entity can see certain tiles or other characters. If the hiding entity is both stealthed and invisible, then the observer will have to pass both a
    5 KB (863 words) - 08:06, 19 May 2024
  • ==Entity Definitions== <td>Gets set to true whenever an entity undergoes changes.</td>
    4 KB (611 words) - 20:57, 29 January 2016
  • |dead||true if entity is dead. Different from undead. |act()||Code that gets executed every time the entity gets to act.
    7 KB (1,247 words) - 20:03, 16 January 2021
  • ...eaxe will overwrite the &quot;a generic battleaxe&quot; name from the base entity. Tables will not overwrite each other, instead they will merge. This can
    6 KB (933 words) - 16:57, 29 September 2013
  • ...n talk. In the code below we set the &quot;can_talk&quot; variable of the entity and we also set the black knight's faction (See [[Factions]]) to be the sam ...g &quot;black_knight&quot;, the black knight entity and finally the player entity. Now we need to actually create the chat so T-Engine has something to find
    9 KB (1,442 words) - 16:58, 29 September 2013
  • A physical melee weapon will act as a semi independent entity, automatically attacking adjacent foes each turn, while a ranged weapon wil
    2 KB (279 words) - 15:02, 8 March 2023
  • == On an entity == ...te4.org/docs/t-engine4/1.0.0/modules/engine.Entity.html#_M:removeParticles Entity.removeParticles]. For example, to associate a particle effect with a statu
    9 KB (1,318 words) - 05:17, 6 January 2014
  • [[Entities]] work with resolvers. Basically, every time you need a given entity to be different from other entities created from the same table. For instan ...solve_last flag set, this means they only get resolved on the last pass in entity creation (after all egos are applied).
    1 KB (186 words) - 03:41, 14 March 2016
  • |desc=During your studies of celestial forces you came in contact with an entity far beyond Eyal: the living incarnation of a Star!
    1 KB (221 words) - 21:24, 26 July 2024