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Voici les résultats de votre recherche.
Résultats plein texte:
- animset_type.dfn
- me="__" Type="Type" Filename="boolean.typ" Default="true"/> <ELEMENT Name="__s" Type="Type" Filename="boolean.typ" Default="true"/> <ELEMENT Name="__d" Type="Type" Filename="boolean.typ" Default="true"/> <ELEMENT Name="_1h_" Type="Type" Filename="boolean.typ" Default="true"/> <ELEMENT Name="_1h_d" Type="Type"
- automaton_state.dfn
- Type="Type" Filename="boolean.typ" Default="false"/> <ELEMENT Name="rotation" Type="Type" Filename="boolean.typ" Default="false"/> <ELEMENT Name="attack" Type="Type" Filename="boolean.typ" Default="false"/> <ELEMENT Name="slide" Type="Type" Filename="boolean.typ" Default="false"/> <ELEMENT Name="default next"
- _item_basics.dfn
- le en 3D). =====sack_type===== //Nom d'un fichier|Default=bag.item// \\ Exemple : //purse01.sitem// Le nom... WG </WRAP> =====stackable===== //Nombre entier |Default=1// \\ Exemple : //999// La valeur indiqué est l... irmer. =====ShardExchangeable===== //True/False |Default=true// \\ Exemple : //False// Cela semble permet... d à l'autre. =====Drop or Sell===== //True/False |Default=true// \\ Exemple : //False// Permet d'échanger
- _creature_resists.dfn
- LEMENT Name="Fear" Type="Type" Filename="int.typ" Default="10*"Basics.PlayerSkillLevel""/> <ELEMENT Name="Sleep" Type="Type" Filename="int.typ" Default="10*"Basics.PlayerSkillLevel""/> <ELEMENT Name="Stun" Type="Type" Filename="int.typ" Default="10*"Basics.PlayerSkillLevel""/> <ELEMENT Name="Root" Type="Type" Filename="int.typ" Default="10*"Basics.PlayerSkillLevel""/> <ELE
- body_to_bone.dfn
- ENT Name="Head" Type="Type" Filename="string.typ" Default="Bip01 Head"/> <ELEMENT Name="Chest" Type="Type" Filename="string.typ" Default="Bip01 Spine2"/> <ELEMENT Name="LeftArm" Type="Type" Filename="string.typ" Default="Bip01 L UpperArm"/> <ELEMENT Name="RightArm" Type="Type" Filename="string.typ" Default="Bip01 R UpperArm"/> <ELEMENT Name="LeftHand" T
- formulae.typ
- signedInt \\ UI : Edit \\ Valeur par défaut : HP Default ^ Désignation ^ Explications ^ Valeur systèm... evel",2.2))*20+30"/> <DEFINITION Label="HP Default" Value="(pow("Basics.Level",2.2))*20+30... vel",2.2))*20+30"/> <DEFINITION Label="SAP Default" Value="(pow("Basics.Level",2.2))*20+30... vel",2.2))*20+30"/> <DEFINITION Label="STA Default" Value="(pow("Basics.Level",2.2))*20+30
- _item_consumable.dfn
- n .typ ? </WRAP> ===== LoopTimer ===== //Nombre |Default=0// \\ Exemple : //0.5// <WRAP center round todo... </WRAP> ===== MaxNbLoops ===== //Nombre entier|Default=1// \\ Exemple : //2// Nombre maximum de répétit... ter </WRAP> ===== OverdoseTimer ===== //Nombre |Default=0// \\ Exemple : //0.5// Cooldown ? <WRAP center... er </WRAP> ===== ConsumptionTime ===== //Nombre |Default=0// \\ Exemple : //0.5// Temps nécessaire à la c
- _creature_combat.dfn
- ="AggroRadiusD1" Type="Type" Filename="float.typ" Default="-1.0"/> <ELEMENT Name="AggroRadiusD2" Type="Type" Filename="float.typ" Default="-1.0"/> <ELEMENT Name="AggroReturnDistCheck" Type="Type" Filename="float.typ" Default="-1.0"/> <ELEMENT Name="AggroPrimaryGroupDist" Type="Type" Filename="float.typ" Default="-1.0"/> <ELEMENT Name="AggroPrimaryGroupCoef"
- _item_ammo.dfn
- [[fr:ds:rcdstyp_range_skills|_range_skills.typ]])|Default:none// \\ Exemple : //SF// Compétence de tir néc... ecialized_skills|_range_specialized_skills.typ]])|Default:none// \\ Exemple : //none// Pas certain de l'ef... rcdstypitem_firing_range|item_firing_range.typ]])|Default:medium// \\ Exemple : //short// La portée maximu... e. ===== medium range limit ===== //Nombre entier|Default:0.5*"ammo.long range limit"// \\ Exempl
- animation.dfn
- d controlable" Type="Type" Filename="boolean.typ" Default=""defaultHeadControl""/> ===== virtual ... ENT Name="next1" Type="Type" Filename="sint8.typ" Default="-1"/> ===== next1 weight ===== // Liste de choix... ENT Name="next2" Type="Type" Filename="sint8.typ" Default="-1"/> ===== next2 weight ===== // Liste de choix... ENT Name="next3" Type="Type" Filename="sint8.typ" Default="-1"/> ===== next3 weight ===== // Liste de choix
- _creature_derivated_scores.dfn
- rmuli|creature_hitpoint_formuli.typ]]) | Défaut = default// <ELEMENT Name="HitPointsRegenerate" Type="Type" Filename="int.typ" Default=""Basics.Scores.HitPoints"/120"/> =====... ap_formuli|creature_sap_formuli.typ]]) | Défaut = default// <ELEMENT Name="SapRegenerate" Type="Type" Filename="int.typ" Default=""Basics.Scores.Sap"/120"/> ===== SapRe
- animation_set.dfn
- tHeadControl" Type="Type" Filename="boolean.typ" Default="true"/> <!-- Basics --> <ELEMENT Name="idle... ype="Dfn" Filename="animation_state.dfn"/> <!-- default atk --> <ELEMENT Name="default atk low" Type="Dfn" Filename="animation_state.dfn"/> <ELEMENT Name="default atk middle" Type="Dfn" Filename="animation_state
- weather_setup.dfn
- loudsAmbientDay" Type="Type" Filename="color.typ" Default="120,150,155"/> <ELEMENT Name="CloudsDiffuseDay" Type="Type" Filename="color.typ" Default="220,250,255"/> <ELEMENT Name="CloudsAmbientDusk" Type="Type" Filename="color.typ" Default="210,116,21"/> <ELEMENT Name="CloudsDiffuseDusk" Type="Type" Filename="color.typ" Default="234, 183, 77"/> <ELEMENT Name="CloudsAmbientNi
- _creature_collision.dfn
- "BoundingRadius" Type="Type" Filename="float.typ" Default=""Collision.CollisionRadius""/> <ELEM... NT Name="Length" Type="Type" Filename="float.typ" Default=""Collision.CollisionRadius"*2"/> <EL... ENT Name="Width" Type="Type" Filename="float.typ" Default=""Collision.CollisionRadius"*2"/> =====... Bip01 to front" Type="Type" Filename="float.typ" Default=""Collision.Length"/2"/> <ELEMENT Nam
- _item_melee_weapon.dfn
- [[fr:ds:rcdstypitem_category|item_category.typ]])|Default:Unknown// \\ Exemple : //heavy// La catégorie d'... par cette arme. ===== rate of fire ===== //Nombre|Default:0// \\ Exemple : //4// Cadence de frappe possibl... ou seconde) </WRAP> ===== latency ===== //Nombre|Default:4// \\ Exemple : //3// <WRAP center round todo 6... m_weapon_max_damage|item_weapon_max_damage.typ]])|Default:default// \\ Exemple : //heavy// Dégâts maximum