
StatusText(CHARACTER|ITEM:target, FIXEDSTRING:text)Īdds statustext above the character/item for a short amount of time. It will replace the current text, including dialogtextĭispla圜ombatInfoText(CHARACTER|ITEM:target, FIXEDSTRING:text, FLOAT:timeInSeconds) The cause will trigger NPC behavior as if the cause casted the projectileĭisplayText(CHARACTER|ITEM:target, FIXEDSTRING:text, FLOAT:timeInSeconds)ĭisplays text above the character/item for a certain amount of time.

Trigger an explosion of a projectile skill at the target's position. PlayLoopEffectAt(OUT INT64:effectHandle, GAMEOBJECT|FLOAT3:target, STRING:effectName)ĮxplodeAt(GAMEOBJECT|FLOAT3:target, SKILL:projectileSkill, ) PlayEffectAt(GAMEOBJECT|FLOAT3:target, STRING:effectName) Spawn a Cone surface at the target's position ĬreateSurfaceInAreaTrigger(GAMEOBJECT:owner, SURFACE:type, FLOAT:duration, FLOAT:growTimer, INT:growStep, TRIGGER:areaTrigger)ĬreateConeSurfaceAt(GAMEOBJECT|FLOAT3:start, GAMEOBJECT|FLOAT3:target, SURFACE:type, FLOAT:radius, FLOAT:angle, FLOAT:duration) Spawn a polygon surface at the target's position. Spawn a surface at the target's position for a certain lifetime (in turns)ĬreateSurfaceInPolygon(GAMEOBJECT:owner, SURFACE:type, FLOAT:duration, FLOAT:growTimer, INT:growStep, GAMEOBJECT|FLOAT3:point1, GAMEOBJECT|FLOAT3:point2, GAMEOBJECT|FLOAT3:point3. Spawn a puddle at the target's position for a certain lifetime (in turns)ĬreateSurfaceAt(GAMEOBJECT|FLOAT3:target, SURFACE:type, FLOAT:radius, INT:lifeTime) GotoRand(FIXEDSTRING:labelName, FIXEDSTRING:labelName, FIXEDSTRING:labelName, FIXEDSTRING:labelName, FIXEDSTRING:labelName)ĬreatePuddleAt(GAMEOBJECT|FLOAT3:target, SURFACE:type, INT:cellAmountMin, INT:cellAmountMax, INT:growAmountMin, INT:growAmountMax, ) Jumps to the label if the 2 objects are equal

GotoIfEqual(OBJECT:variable, OBJECT:value, FIXEDSTRING:labelName) Two label names are built-in: "Start" for the first instruction of the reaction, and "End" for the last one. SetScriptFrame(CHARACTER:character, FIXEDSTRING:frame) The reaction will not be chosen for the specified time Priority 0 and below are not executed!ĭelayReaction(FIXEDSTRING:reactionName, FLOAT:timeInSeconds) SetPriority(FIXEDSTRING:reactionName, INT:priority)Ĭhanges the priority of a reaction. GetElement(OUT OBJECT:variable, INT:index, OBJECT:value, OBJECT:value, OBJECT:value)įills in the variable with the index one of the values (starting from 0) GetRandomPositionInTrigger(OUT FLOAT3:variable, TRIGGER:areaTrigger) Gets a random value between min and max (both included) GetRandomBetween(OUT INT|FLOAT:variable, INT|FLOAT:min, INT|FLOAT:max) Gets a weighted random of the given values! GetWeightedRandom(OUT OBJECT:variable, OBJECT:value, INT|FLOAT:weight. GetRandom(OUT OBJECT:variable, OBJECT:value, OBJECT:value, OBJECT:value)įills in the variable with random one of the values. Multiplies both values and stores it in the first variableĭivide(INOUT INT|FLOAT|FLOAT3:variable, INT|FLOAT:value)ĭivides both values and stores it in the first variableĬlamp(INOUT INT|FLOAT:variable, INT|FLOAT:min, INT|FLOAT:max)

Multiply(INOUT INT|FLOAT|FLOAT3:variable, INT|FLOAT:value) Subtracts both values and stores it in the first variable Subtract(INOUT INT|FLOAT|FLOAT3:variable, INT|FLOAT|FLOAT3:value) Īdd(INOUT INT|FLOAT|FLOAT3:variable, INT|FLOAT|FLOAT3:value)Īdds both values and stores it in the first variable Prints the text to the output with possible parameters:,. SetVar(CHARACTER|ITEM:object, FIXEDSTRING:variableName, OBJECT:value)
