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  • *{{fl|Heroes, Actors, and Portfolios}}
    2 KB (275 words) - 02:55, 22 November 2008
  • ...oper subset of actors. However, whenever something applies equally to both actors and gizmos, it will be described as applying to containers.
    435 B (67 words) - 00:12, 22 November 2008
  • ...specific tab panel as a form, such as is used to directly apply damage to actors from within the Tactical Console. |Displays a menu through which the user can move gear between actors.
    11 KB (1,819 words) - 01:21, 22 November 2008
  • ...critical in determining a few subtle, yet important, distinctions between actors. In a nutshell, a "lead" is any actor that is not a minion of any other act
    963 B (160 words) - 00:13, 22 November 2008
  • Many game systems involve the creation of actors that are secondary to a character. For example, hirelings and henchmen are ...consists of "masters" and "minions", wherein an actor is the master of any actors beneath it in the hierarchy and a minion of any actor above it.
    1 KB (229 words) - 00:13, 22 November 2008
  • This form of "foreach" iterates through the actors that exist within the portfolio, processing only those that satisfy the spe The above code will iterate through all actors within the portfolio and identify all that possess the "group.tag" tag. The
    13 KB (2,187 words) - 11:07, 21 February 2014
  • ...what you'll be trying to do. The full list contains all the tasks for all actors, interspersed amongst each other. The only time you'll want to use this tas
    8 KB (1,346 words) - 16:23, 4 December 2008
  • ...the full list can be used to help diagnose timing errors between different actors.
    5 KB (856 words) - 16:22, 4 December 2008
  • ==Heroes and Actors== HL saves actors within a "portfolio". Multiple actors may be saved within the same portfolio.
    1 KB (162 words) - 02:54, 22 November 2008
  • *{{fl|Automatically Adding Picks to Actors}}
    4 KB (563 words) - 22:25, 22 December 2008
  • |(Optional) Boolean – Indicates whether it is valid for two actors to have identical initiatives and act simultaneously. If not, HL will autom |(Optional) Boolean – Indicates whether the evaluation cycles of all actors within the context of the same lead are interleaved, which governs the [[Mi
    14 KB (1,959 words) - 08:22, 15 April 2014
  • ...there will be related things that must be [[Automatically Adding Picks to Actors|added to every actor]]. These things can be identified through the use of t
    1 KB (191 words) - 05:19, 24 November 2008
  • *Things can be bootstrapped onto all actors when the actor is initially created. ...nt technique. Please refer to the section "[[Automatically Adding Picks to Actors]]".
    10 KB (1,571 words) - 02:05, 7 December 2008
  • ...s for [[Automatically Adding Picks to Actors|automatically adding picks to actors]] and it can be utilized via the "autoadd" element. The complete list of at
    971 B (152 words) - 05:52, 24 November 2008
  • ...ue for this bootstrap entry. Only global bootstraps that add things to all actors require this attribute and it can be omitted in all other situations. Defau
    7 KB (1,116 words) - 19:02, 19 February 2009
  • ...ut your data files, you'll want to verify facets of different picks within actors. This is accomplished by writing rule scripts on components and things for
    6 KB (896 words) - 02:22, 4 December 2008
  • ...ts that will comprise your data files are "things", which will be added to actors and customized via scripts. By definition, all behaviors for things are inh
    18 KB (2,904 words) - 18:32, 8 September 2011
  • <li>getgear – Displays a menu that allows the user to move gear between actors.</li> <li>initchange – Incorporates user-made changes to the initiatives of actors within the Tactical Console.</li>
    6 KB (935 words) - 02:31, 4 December 2008
  • <li>actor – The picks shown represent all actors in the entire portfolio.</li> <li>lead – The picks shown represent all lead actors in the entire portfolio.</li>
    7 KB (1,055 words) - 14:34, 10 November 2017
  • <li>actor – The picks shown represent all actors in the entire portfolio.</li> <li>lead – The picks shown represent all lead actors in the entire portfolio.</li>
    5 KB (781 words) - 12:43, 26 January 2009
  • .... A separate hierarchy is maintained for both structural information (e.g. actors, picks, gizmos, minions, etc.) and visual information (e.g. panels, layouts
    10 KB (1,572 words) - 16:21, 1 March 2011
  • ...For the purposes of data file authoring, the "hero" context applies to all actors, whether they be leads, masters, or minions. {{important}}Actors also support [[Container Target References|all general container target ref
    5 KB (779 words) - 06:15, 7 December 2008
  • |(Right, Number) Returns the total number of actors within the portfolio, including all minions.<br>
    3 KB (467 words) - 06:19, 7 December 2008
  • ...hat exists within the current container. This transition is only valid for actors, since gizmos do not possess usage pools.<br>
    23 KB (3,626 words) - 11:06, 5 September 2014
  • ...For the purposes of data file authoring, the "hero" context applies to all actors, whether they be leads, masters, or minions. {{important}}Actors also support [[Container Target References|all general container target ref
    8 KB (1,329 words) - 16:25, 7 December 2008
  • ...own set of amendments, so it is perfectly valid to have multiple different actors with different amendments to the same thing.
    13 KB (2,011 words) - 11:07, 5 September 2014
  • |(Right, Number) Returns the total number of actors within the portfolio, including all minions.<br> ...the given ''id''. This value is globally defined, outside the scope of any actors, and it is persistent. The state of all global values is saved with the por
    6 KB (869 words) - 02:25, 12 May 2009
  • ...a very specific purpose. When the user triggers the integration of pending actors into an existing combat within the Tactical Console, this script allows the
    1 KB (226 words) - 01:59, 20 February 2009
  • ...ck of an actor in the combat as its initial context. It is invoked for all actors in the combat (non-combatants are ignored), and that is done before the New
    1 KB (208 words) - 01:59, 20 February 2009
  • ...ck of an actor in the combat as its initial context. It is invoked for all actors in the combat (non-combatants are ignored), being performed after any NewCo
    1 KB (204 words) - 01:59, 20 February 2009
  • ...mbol. The second initiative value is the tie-breaker to be used if the two actors have the exact same primary initiative score. For example, in the d20 Syste
    2 KB (333 words) - 02:00, 20 February 2009
  • ...le in another situation. If don't have enough cards to pass out to all the actors, we need to re-shuffle the deck to ensure we do have enough cards. We can c ~if we don't have enough cards left for all actors, force a re-shuffle
    21 KB (3,532 words) - 01:15, 27 January 2009
  • ...ple" component set. And since the thing needs to perform its checks on all actors, we assign it the "Helper.Bootstrap" tag to ensure it gets automatically ap
    13 KB (1,972 words) - 00:08, 23 December 2008
  • ...use-over icons are arrayed across the bottom. Buttons to switching between actors and move gear are down the right side. We need to figure out what additiona
    18 KB (2,816 words) - 20:32, 9 February 2009
  • ...ts. The image is placed on the left for actors that are allies of the PCs. Actors that are NPCs and/or established enemies of the PCs are have their portrait
    12 KB (2,027 words) - 04:38, 31 January 2009
  • ...s allows one-time handling at the start of a combat or turn that spans all actors.
    9 KB (1,482 words) - 00:39, 12 May 2009
  • ...ck of an actor in the combat as its initial context. It is invoked for all actors in the combat (non-combatants are ignored). This allows the author to reset
    1 KB (202 words) - 01:18, 12 May 2009