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- Nomenclature guidelines reference document

- nerates the phrase ==== * Talk_to: Associated code = T2 * Dyn_chat: Associated code = DC * Dyn_answer: Associated code = DA * Linear_dyn_chat_continue: Associated code = LDC * Linear_dyn_chat_fail: Associated code = LD
- pre_requisite

- *AND (example: mission 01 and 02 must be done)** <code> mission_01 mission_02 </code> **OR (example: mission 01 or mission 02 must be done)** <code> mission_01;mission_02 </code> ===== Properties ===== **name:** Name of the action only used by the
- Information regarding missions

- ing missions. They can be found in the Ryzom Core code, in folder ''ryzomcore/code/ryzom/common/data_leveldesign/leveldesign/world_editor_files/class_doc''
- user_model

- y/paste the following and make necessary changes <code> //weak soloable level 6 bandit basics.life 40 ba... ge protections.piercing factor 100 protections.piercing max 10000 </code> {{tag>primitives ryzom_core}}
- keywords

- rd). The keyword are defined in the ''/ryzomcore/code/ryzom/server/ai_service.cfg'' file. They exist i
- kill

- mission designer. **faction/quantity**: Faction code name and number of kills needed. See [[en:primiti
- npc_event_handler_action

- * One of the following action * begin_state * code * condition_if * condition_if_else * despaw
- people

- t :** number of people in the group. **creature_code :** sheet of the creatures in the group {{tag>pr
- skill

- iption to the step. **skill_name/level:** Brick code referring to the needed skill and level that need
- var_creature

- he mission designer. **creature_sheet :** Sheet code of the creature referred to. **var_name :** Var
- var_item

- by the mission designer. **item_sheet :** Sheet code of the item referred to. **var_name :** Variabl





