Difference between revisions of "Combat Tab"

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The dialogue in a [[:Category:Quest|Quest's]] [[Combat Tab]] will play in response to specific combat events generated by the game. The Combat Tab can have one [[Topic]] for each of these events (Attack, Hit, etc.), and a stack of [[Topic Info|Infos]] associated with that event.
The dialogue in a [[:Category:Quest|Quest's]] [[Combat Tab]] will play in response to specific combat events generated by the game. The Combat Tab can have one [[Topic]] for each of these events (Attack, Hit, etc.), and a stack of [[Topic Info|Infos]] associated with that event.


[[File:QuestCombatWindow.png|900px]]


=Combat Dialogue Subtypes=
=Combat Dialogue Subtypes=
Combat Dialogue has the following event subtypes:
Combat Dialogue has the following event subtypes:


 
==Combat Related==
==General Combat Related==
*'''AcceptYield:''' Said when the actor accepts the player's yield.
*'''AcceptYield:''' Said when the actor accepts the player's yield.
*'''Attack:''' Said when the actor attacks.
*'''Attack:''' Said when the actor attacks.
*'''Bash:''' Said when the actor bashes with a shield.
*'''Bash:''' Said when the actor bashes with a shield.
*'''BleedOut:''' Said during the bleedout animation.
*'''BleedOut:''' Said during the bleedout state.
*'''Death:''' Said on death.
*'''Death:''' Said on death.
*'''Flee:''' Said when the actor flees from combat.
*'''Flee:''' Said when the actor flees from combat.
*'''Hit:''' Said when the actor is damaged.
*'''Hit:''' Said when the actor is damaged.
*'''PowerAttack:''' Said when the actor is power attacking with a melee weapon.
*'''PowerAttack:''' Said when the actor power attacks with a melee weapon.
*'''Taunt:''' Randomly said during combat.
*'''Taunt:''' Randomly said during combat.


==Crime Related==
==Crime Related==


*'''Assault:''' Said when player is seen commiting assault. Dialogue can be conditioned further with [[IsActorAVictim]].
*'''Assault:''' Said when player is seen commiting assault.  
**Tip: Dialogue can be conditioned further with [[IsActorAVictim]].
*'''Murder:''' Said when player is seen commiting murder.
*'''Murder:''' Said when player is seen commiting murder.
*'''PickpocketCombat:''' Said when player is caught pickpocketing.
*'''PickpocketCombat:''' Said when player is caught pickpocketing.
*'''Trespass:''' Said when player is trespassing. Dialogue can be conditioned further with [[GetTrespassWarningLevel]].
*'''Trespass:''' Said when player is spotted trespassing.  
**Tip: Dialogue can be conditioned further with [[GetTrespassWarningLevel]].
*'''Steal:''' Said when player is caught stealing.
*'''Steal:''' Said when player is caught stealing.
*'''WerewolfTransformCrime:''' Said when player transforms into a werewolf.
*'''WerewolfTransformCrime:''' Said when player transforms into a werewolf.


==Friend Crime Related==
==NoCare Crime==
These are said when the actor does not care that the player is commiting a crime.


*'''AssaultNC:''' Said when a friend sees the player commit assault.
*'''AssaultNC
*'''MurderNC:''' Said when a friend sees the player commit  murder.
*'''MurderNC
*'''PickpocketNC:''' Said when the player pickpockets their friend and they see it.
*'''PickpocketNC
*'''StealFromNC:''' Said when the player steals from their friend and they see it.
*'''StealFromNC
*'''TrespassAgainstNC:''' Said when the player is trespassing in their friend's property.
*'''TrespassAgainstNC


==Voice Power Related==
==Voice Power Related==
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==Not Used==
==Not Used==
*'''AllyKilled:''' Shows up in vanilla files, but doesn't appear in-game.
*'''AllyKilled:''' Shows up in vanilla files, but the event doesn't seem to work in-game.
*'''AvoidThreat'''
*'''AvoidThreat'''
*'''GroupStrategy'''
*'''GroupStrategy'''

Latest revision as of 18:22, 15 February 2015

The dialogue in a Quest's Combat Tab will play in response to specific combat events generated by the game. The Combat Tab can have one Topic for each of these events (Attack, Hit, etc.), and a stack of Infos associated with that event.

QuestCombatWindow.png

Combat Dialogue Subtypes[edit | edit source]

Combat Dialogue has the following event subtypes:

Combat Related[edit | edit source]

  • AcceptYield: Said when the actor accepts the player's yield.
  • Attack: Said when the actor attacks.
  • Bash: Said when the actor bashes with a shield.
  • BleedOut: Said during the bleedout state.
  • Death: Said on death.
  • Flee: Said when the actor flees from combat.
  • Hit: Said when the actor is damaged.
  • PowerAttack: Said when the actor power attacks with a melee weapon.
  • Taunt: Randomly said during combat.

Crime Related[edit | edit source]

  • Assault: Said when player is seen commiting assault.
  • Murder: Said when player is seen commiting murder.
  • PickpocketCombat: Said when player is caught pickpocketing.
  • Trespass: Said when player is spotted trespassing.
  • Steal: Said when player is caught stealing.
  • WerewolfTransformCrime: Said when player transforms into a werewolf.

NoCare Crime[edit | edit source]

These are said when the actor does not care that the player is commiting a crime.

  • AssaultNC
  • MurderNC
  • PickpocketNC
  • StealFromNC
  • TrespassAgainstNC

Voice Power Related[edit | edit source]

  • VoicePowerStartShort: Said when just one word of power is used. Example: Fus!
  • VoicePowerStartLong: Said when more than one word of power is used. Example: Fus... Ro Dah!
  • VoicePowerEndShort: Said when two words of power are used. Example: Fus... Ro!
  • VoicePowerEndLong: Said when all three words of power are used. Example: Fus... Ro Dah!

Not Used[edit | edit source]

  • AllyKilled: Shows up in vanilla files, but the event doesn't seem to work in-game.
  • AvoidThreat
  • GroupStrategy
  • Yield



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