- Links to original projects
Vous êtes libres de modifier le contenu de cette section et d'en ajouter autant que vous voulez. La seule section obligatoire est la section “Datasheet”.
Ne pas éditer le contenu de cette section. Son contenu sera écrasé automatiquement par le script de synchronisation qui y générera les liens docuwiki vers les ressources ou fichiers référencés par le datasheet (non encore implémenté).
En cas d'anomalie constatée, contacter Liria pour corriger le script de synchronisation. Vous pouvez aussi proposer directement des améliorations du script. Le source est sous licence GPL et est disponible via le dépôt : https://bitbucket.org/liria/docuwiki-tools.
vous pouvez éditer le contenu de la section en modifiant le code du datasheet délimité par les balises <code xml>...</code>. Attention, la ligne ci-dessous référençant le nom et la position du datasheet ne doit pas être modifiée, car elle sert au script de synchronisation.
datasheet : “leveldesign/game_element/sitem/melee_weapon/_parent/_c_m1pd.sitem”
<?xml version="1.0"?> <FORM Revision="$Revision: 1.11 $" State="modified"> <STRUCT> <STRUCT Name="basics"> <ATOM Name="name" Value="dagger"/> <ATOM Name="family" Value="melee weapon"/> <ATOM Name="ItemType" Value="Dagger"/> <ATOM Name="sack_type" Value="1"/> <STRUCT Name="EquipmentInfo"> <ARRAY Name="EquipmentSlots"> <ATOM Name="right_hand" Value="Right Hand"/> <ATOM Name="left_hand" Value="Left Hand"/> </ARRAY> <ATOM Name="WearEquipmentMalus" Value="0.1"/> </STRUCT> <ATOM Name="Bulk" Value="5"/> <ATOM Name="Time to Equip In Ticks" Value="10"/> <ATOM Name="RequiredCharac" Value="Strength"/> <ATOM Name="RequiredCharacQualityFactor" Value="1"/> <ATOM Name="RequiredCharacQualityOffset" Value="-10"/> </STRUCT> <STRUCT Name="melee weapon"> <ATOM Name="category" Value="light"/> <ATOM Name="skill" Value="SFMCADM"/> <ATOM Name="damage type" Value="Piercing"/> <ATOM Name="melee range" Value="0"/> </STRUCT> <STRUCT Name="crafting tool"> <ATOM Name="type" Value="Sharpener"/> </STRUCT> <STRUCT Name="3d"> <ATOM Name="icon" Value="MW_dagger.tga"/> <ATOM Name="anim_set" Value="Dagger"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG>Tue Jul 30 12:41:31 2002 (receveur) .basics.family = melee weapon Tue Jul 30 12:41:31 2002 (receveur) .basics.name = daguer Tue Jul 30 12:41:31 2002 (receveur) formName Pasted = Tue Jul 30 12:43:37 2002 (receveur) .basics.quality level = &amp;quot;Basics.Level&amp;quot;*10 Tue Jul 30 12:43:37 2002 (receveur) .basics.weight = 0 Tue Jul 30 12:43:37 2002 (receveur) .melee weapon.category = light Tue Jul 30 12:43:37 2002 (receveur) .melee weapon.latency = 6 Tue Jul 30 12:43:37 2002 (receveur) .melee weapon.rate of fire = 2 Tue Jul 30 12:43:37 2002 (receveur) .melee weapon.skill = Dagger Tue Jul 30 12:43:43 2002 (receveur) .melee weapon.damage type = Piercing Tue Jul 30 14:26:21 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = right hand Tue Jul 30 14:27:48 2002 (receveur) .basics.sack_type = 1 Tue Jul 30 14:39:17 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = right_hand Tue Jul 30 15:16:19 2002 (receveur) .basics.quality level = $filename Tue Jul 30 15:32:22 2002 (receveur) .basics.name = dagger Tue Aug 27 14:55:35 2002 (wuibout) .3d.icon = MW_dagger.tga Thu Oct 03 15:18:42 2002 (receveur) .basics.hit points = low Thu Oct 03 15:18:42 2002 (receveur) .basics.weight = middle Thu Dec 12 11:56:18 2002 (favre) .basics.EquipmentInfo.EquipmentSlots[0] = Right or left hand Thu Dec 12 11:56:18 2002 (favre) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = right_or_left_hand Fri Jan 03 15:54:58 2003 (receveur) .melee weapon.skill = dagger Wed Jan 08 14:48:13 2003 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] = Right Hand Wed Jan 08 14:48:13 2003 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = right_hand Wed Jan 08 14:48:13 2003 (receveur) .basics.EquipmentInfo.EquipmentSlots[1] = Left Hand Wed Jan 08 14:48:13 2003 (receveur) .basics.EquipmentInfo.EquipmentSlots[1] Renamed = left_hand Wed Jan 08 14:48:13 2003 (receveur) formName Resized = 2 Thu Feb 20 18:00:38 2003 (favre) .faber.Career = faber Thu Feb 20 18:00:38 2003 (favre) .faber.Skill = make melee weapons Thu Feb 20 18:00:38 2003 (favre) .faber.Specialization = make dagger Wed Feb 26 17:38:05 2003 (favre) .faber.Tool type = Sharpener Wed Feb 26 17:38:09 2003 (favre) .crafting tool.type = Sharpener Thu Feb 27 17:17:41 2003 (receveur) .faber.Create.MP 1 = poisonous_roots.item Mon Mar 03 15:28:50 2003 (receveur) .melee weapon.latency = Mon Mar 03 15:28:50 2003 (receveur) .melee weapon.rate of fire = Tue Sep 16 19:28:21 2003 (coutelas) .basics.ItemType = Dagger Tue Sep 16 19:28:21 2003 (coutelas) .faber.Create.MP 1 = Raw Material for Blade Tue Sep 16 19:28:21 2003 (coutelas) .faber.Create.MP 2 = Raw Material for Shaft Tue Sep 16 19:28:21 2003 (coutelas) .faber.Create.MP 2 Property = Stiff Tue Sep 16 19:28:21 2003 (coutelas) .faber.Create.MP 3 = Raw Material for Grip Tue Sep 16 19:28:21 2003 (coutelas) .faber.Create.MP 3 Property = Grip Tue Sep 16 19:28:21 2003 (coutelas) .faber.Create.MP 4 = Raw Material for Counterweight Tue Sep 16 19:28:21 2003 (coutelas) .faber.Create.MP 4 Property = Dense Tue Sep 16 19:28:21 2003 (coutelas) .faber.Create.Quantity 2 = 1 Tue Sep 16 19:28:21 2003 (coutelas) .faber.Create.Quantity 3 = 1 Tue Sep 16 19:28:21 2003 (coutelas) .faber.Create.Quantity 4 = 1 Tue Sep 16 19:31:18 2003 (coutelas) .AsBrick.Client.Icon = MW_dagger.tga Thu Sep 18 18:57:38 2003 (coutelas) .AsBrick.Basics.FamilyId = RootFaber Fri Sep 19 11:39:33 2003 (coutelas) .AsBrick.Client.IconOver = item_plan_over.tga Tue Sep 23 17:18:33 2003 (coutelas) .faber.Skill = craft Thu Sep 25 11:14:38 2003 (coutelas) .3d.anim_set = Dagger Fri Jan 30 11:10:58 2004 (coutelas) .basics.Bulk = 10 Fri Feb 06 17:29:42 2004 (coutelas) .basics.Time to Equip In Ticks = 20 Fri Feb 06 17:29:45 2004 (coutelas) .basics.Time to Equip In Ticks = 10 Mon May 10 17:23:40 2004 (coutelas) .melee weapon.melee range = 0 Thu Apr 21 14:33:14 2005 (peloille) .basics.RequiredCharac = Strength Thu Apr 21 14:33:14 2005 (peloille) .basics.RequiredCharacQualityFactor = 1 Thu Apr 21 14:33:14 2005 (peloille) .basics.RequiredCharacQualityOffset = -10</LOG> </FORM>