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- Translate the game
- ''languages.txt'' file (which contain language's code to manage) and the ''translation_tools.cgf'' to a... on ''translation'' in the repertory and type : <code bash> $ translation_tools make_string_diff </code> To create the ''diff'' of the wk version, go in the... ck in the ''translation'' repertory and type : <code bash> $ translation_tools merge_string_diff </cod
- Inheritance in datasheets
- d 10 as values. One could have: <WRAP left 40%> <code=xml my_object01> A = 2 B = 3 C = 4 D = 5 </code> </WRAP> <WRAP left 40%> <code=xml my_object02> A = 2 B = 3 C = 4 D = 9 </code> </WRAP> <WRAP clear></WRAP> One sees that A, B and C a
- The shops
- must therefore be adapted to your own project. [[#codes_products|product codes]] are hard coded, however. One is therefore obliged to follow it. <WRAP center round important 60%> I... ==== The NPC ===== In the 'chat_parameters' box: <code> Shop: </code> Then either detailed information o
- Cosmetics
- . ===== Fichiers exemples ===== ==== Tattoo ==== <code=xml tatoo01.sitem> <?xml version="1.0"?> <FORM Re... > <STRUCT/> <STRUCT/> <LOG></LOG> </FORM> </code> ==== Hairdressing ==== <code=xml haircut01.sitem> <?xml version="1.0"?> <FORM Revision="$Revision: 1.0... T/> <STRUCT/> <STRUCT/> <STRUCT/> </FORM> </code> ==== Hair color ==== <code=xml haircolor01.sitem
- The skills codes
- ====== The skills codes ====== Skills are defined by logical codes that's based on letters and also defined in the C++ code of the server. ^SC^Craft^ |SCA|Armor Craft| |SCA... ave| |SMTOESA|Advanced Magic Targeted Offensive Special Damage - Shockwave| {{tag>skill code datasheet}}
- Armor
- ndant of the part '' crafting tool ''. </WRAP> <code=xml armor01.sitem> <?xml version="1.0"?> <FORM Re... > <STRUCT/> <STRUCT/> <LOG></LOG> </FORM> </code> ===== Adding to language files ===== Do not fo... s like ''item_words_XX.txt'' (XX denoting the ISO code of the language, see [[en:rc_localisation_traduct
- To file tickets
- mple of a full datasheet for this "ticket type": <code=xml gmmoney01.sitem> <?xml version="1.0"?> <FORM ... /> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM></code> As always, think of [[en:ds:rcdsparentage | par... ile is ''item_words_XX.txt'' (XX denoting the ISO code of the language, see [[en:rc_localisation_traduct
- Consumable items
- of a "complete datasheet" for this object type: <code=xml speedegg01.sitem> <?xml version="1.0"?> <FORM... > <STRUCT/> <STRUCT/> <LOG></LOG> </FORM> </code> Note the presence of ''true'' for the ''consum... pe is: ''item_words_XX.txt'' (XX denoting the ISO code of the language, see [[en:rc_localisation_traduct
- The craft tools
- complete datasheet for a creature of this type: <code=xml armortool01.sitem> <?xml version="1.0"?> <FOR... > <STRUCT/> <STRUCT/> <LOG></LOG> </FORM> </code> As always, think of [[en:ds:rcdsparentage|paren... letype ''item_words_XX.txt'' (XX denoting the ISO code of the language, see [[fr:rc_localisation_traduct
- Possible properties of consumables
- rified </WRAP> The list of properties may be in code/ryzom/server/src/entities_game_service/egs_sheets... heir part property]]. <-- Yet to be defined!! ^ Code ^ Explanation ^ Settings (eg) ^ Settings ^ |**FG_
- _item_basics.dfn
- use the object, based on [[en:rcskillcodes|Skills codes]] ===== MinRequiredSkillLevel ===== // Integer |... the object, based on [[en:ds:rcskillcodes|Skills codes]] ===== MinRequiredSkillLevel2 ===== // Integer
- sound.dfn @en:ds:sound
- the sound type, which looks like the following: <code xml> <VSTRUCT DfnName="simple_sound.dfn" Name... me="MaxDistance" Value="20.0" /> </VSTRUCT> </code> The rest will be according to the parameters be
- _skills.typ
- s a list of the available [[en:rcskillcodes|skill codes]] available in the game: * **none** : Valeur="