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TargetUnreachable: updated with info from Bubb
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lynxlynxlynx committed May 9, 2024
1 parent 385d2a0 commit 3fa1b44
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2 changes: 1 addition & 1 deletion scripting/triggers/bg1triggers.htm
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NB. When a block returns true to this trigger, this will be the final block executed in the script, unless it is Continue'd<br />
<br />
<strong>0x0026 TargetUnreachable(O:Object*)</strong><br />
NT Returns true only if the object specified cannot be reached by normal walking by the active CRE.<br />
Returns true only if an action from the Attack, Spell or UseItem families that targeted the object specified cannot work with that target any more. That can happen from it not being in the area, deactivation, imprisonment, invisibility and sanctuary (provided true seeing options are not in play).<br />
<br />
<strong>0x4027 Delay(I:Delay*)</strong><br />
Delays the next check of the block of triggers where this trigger is, by the number of seconds specified. This value is not stored when the game is saved.<br />
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2 changes: 1 addition & 1 deletion scripting/triggers/bg2triggers.htm
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NB. When a block returns true to this trigger, this will be the final block executed in the script, unless it is Continue'd<br />
<br />
<strong>0x0026 TargetUnreachable(O:Object*)</strong><br />
NT Returns true only if the object specified cannot be reached by normal walking by the active CRE.<br />
Returns true only if an action from the Attack, Spell or UseItem families that targeted the object specified cannot work with that target any more. That can happen from it not being in the area, deactivation, imprisonment, invisibility and sanctuary (provided true seeing options are not in play).<br />
<br />
<strong>0x4027 Delay(I:Delay*)</strong><br />
Delays the next check of the block of triggers where this trigger is, by the number of seconds specified. This value is not stored when the game is saved.<br />
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2 changes: 1 addition & 1 deletion scripting/triggers/iwd2triggers.htm
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NB. When a block returns true to this trigger, this will be the final block executed in the script, unless it is Continue'd<br />
<br />
<strong>0x0026 TargetUnreachable(O:Object*)</strong><br />
NT Returns true only if the object specified cannot be reached by normal walking by the active CRE.<br />
Returns true only if an action from the Attack, Spell or UseItem families that targeted the object specified cannot work with that target any more. That can happen from it not being in the area, deactivation, imprisonment, invisibility and sanctuary (provided true seeing options are not in play).<br />
<br />
<strong>0x4027 Delay(I:Delay*)</strong><br />
Delays the next check of the block of triggers where this trigger is, by the number of seconds specified. This value is not stored when the game is saved.<br />
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2 changes: 1 addition & 1 deletion scripting/triggers/psttriggers.htm
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NB. When a block returns true to this trigger, this will be the final block executed in the script, unless it is Continue'd<br />
<br />
<strong>0x0026 TargetUnreachable(O:Object*)</strong><br />
NT Returns true only if the object specified cannot be reached by normal walking by the active CRE.<br />
Returns true only if an action from the Attack, Spell or UseItem families that targeted the object specified cannot work with that target any more. That can happen from it not being in the area, deactivation, imprisonment, invisibility and sanctuary (provided true seeing options are not in play).<br />
<br />
<strong>0x4027 Delay(I:Delay*)</strong><br />
Delays the next check of the block of triggers where this trigger is, by the number of seconds specified. This value is not stored when the game is saved.<br />
Expand Down
2 changes: 1 addition & 1 deletion scripting/triggers/totltriggers.htm
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Expand Up @@ -121,7 +121,7 @@
NB. When a block returns true to this trigger, this will be the final block executed in the script, unless it is Continue'd<br />
<br />
<strong>0x0026 TargetUnreachable(O:Object*)</strong><br />
NT Returns true only if the object specified cannot be reached by normal walking by the active CRE.<br />
Returns true only if an action from the Attack, Spell or UseItem families that targeted the object specified cannot work with that target any more. That can happen from it not being in the area, deactivation, imprisonment, invisibility and sanctuary (provided true seeing options are not in play).<br />
<br />
<strong>0x4027 Delay(I:Delay*)</strong><br />
Delays the next check of the block of triggers where this trigger is, by the number of seconds specified. This value is not stored when the game is saved.<br />
Expand Down

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