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- The skills codes
- Rifles| |SFR2ARM|Master Rifle| ^SH^Harvest^ |SHF|Forage| |SHFD|Desert forage| |SHFDA|Advanced desert forage| |SHFDAE|Expert desert forage| |SHFDAEM|Master desert forage| |SHFF|Forest forage| |SHFFA|Advanced
- The shops
- ll the information from datasheets(of the .sitem) for sale.. then their level.. and you finish of with ... d products: * CommonEcosystem * Desert * Forest * Lacustrine * Jungle * Goo * Prim... E: STATIC_DYNAMIC_SHOP ==== Ecosystems ==== === Forest ==== * **RM_FOREST_0**: Forest: CommonEcosystem: RM_ITEM_PART_MELEE: STATIC_DYNAMIC_SHOP * **RM
- _item_3d.dfn
- ry), in the 3D zone of the client. \\ This is the form used either: * For female characters(clothes, hairstyles, all sexual elements that must have a dedicated shape due to the morphology); * For objects held in the left hand. <WRAP center round tip 90%> If for a prehensible object, only the shape field is giv
- _item_basics.dfn
- ers// \\ Example: //plate armor// This is a name for identifying the object. This is not the string named for the designation in the client and it's translatio... on. This is apparently an essential determination for objects that will be prehensible(most defined typ... ncern the sale to a shop, see [[#Saleable]] below for this point). ===== Equipment Info ===== Subset of
- _brick_families.typ
- T_FABER| <DEFINITION Label="root combat - Brute Force" Value="ROOT_COMBAT_BRUTE_FORCE"/> <DEFINITION Label="root combat - Dazzling Blow" Value="ROOT_COM... UNDLEAVES_KN"/> <DEFINITION Label="Shopkeeper - forest city reach" Value="SHOPKEEPER_FOREST_CITY_REACH"/> <DEFINITION Label="Shopkeeper - forest camp re
- Cosmetics
- tly", without going through "Georges Editor" just for simplifying the presentation, but feel free to us... to have the LOGs filled out, but which i removed for clarity here. ===== Contents of the Data Sheet =... = <code=xml tatoo01.sitem> <?xml version="1.0"?> <FORM Revision="$Revision: 1.0 $" State="modified"> ... <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM> </code> ==== Hairdressing ==== <code=xml haircu
- Consumable items
- to have the LOGs filled out, but which i removed for the sake of clarity. ===== Contents of the Data ... ===== Here's an example of a "complete datasheet" for this object type: <code=xml speedegg01.sitem> <?xml version="1.0"?> <FORM Revision="$Revision: 1.2 $" State="modified"> ... <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM> </code> Note the presence of ''true'' for the
- The craft tools
- implify the presentation, but of course it's free for everyone to use the editor instead. This also allows to have the LOGs filled, which are removed for "clarity here". ===== Contents of the Data Sheet... ===== Here is an example of a complete datasheet for a creature of this type: <code=xml armortool01.sitem> <?xml version="1.0"?> <FORM Revision="$Revision: 1.0 $" State="modified">
- To file tickets
- o allows to have the LOGs filled, which i cut out for the clarity of thing. ===== Contents of the Data... file ===== Here is an example of a full datasheet for this "ticket type": <code=xml gmmoney01.sitem> <?xml version="1.0"?> <FORM Revision="$Revision: 1.2 $" State="modified"> ... <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM></code> As always, think of [[en:ds:rcdsparenta
- Armor
- also allows to have the LOGs filled, which I cut for clarity here. ===== Contents of the Data Sheet =... d ''armor'' and even the section ''objects'' made for ''crafting tools''. It is therefore appropriate ... <code=xml armor01.sitem> <?xml version="1.0"?> <FORM Revision="$Revision: 1.0 $" State="modified"> ... <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM> </code> ===== Adding to language files =====
- Translate the game
- sation of ''_clean'' is missing, as well as : * forget_phrase_diff * inject_clause * sort_trans_p... e it can be find from anywhere from the computer (for exemple a ''/scripts_persos'' repertory on the ro... The other file concern the dynamic data's piece for the computer serveur. === The ''phrases'' === It... h> $ translation_tools merge_phrase_diff </code> For the ''phrases'', an other file need to be created
- Inheritance in datasheets
- realize a set of DS have common characteristics. For example, imagine an object ''my object'' that can... in a directory listing; * Use underscores "_" for name fields, like for example the code shipped with RC. This lets you know which parameters are popula
- Parameters to be filled in according for usage of Mps
- ====== Parameters to be filled in according for usage of Mps ====== When specifying raw material DS's,... ble below indicates which characteristics is used for informing(accordingly to the selected group). Re... - | - | - | - | - | - | - | |ForestResistance | - | - | - | - | -
- Type of MP according to artisanal use
- sanal use ====== When a raw material is intended for artisanal use, it is necessary to fill in the nec... according to the type(of object) that is desired for manufacturing with it. The more possible variants... so the more work specifying the needed parameters for it). ^ Protection. ^ Amp. Magic ^ Stick ^ Dagger
- Possible properties of consumables
- ck.cpp.h ''regarding lines 27 to 172. It is used for defining properties [[en:ds:rcdsconsumable | cons... P_MOD_MAGIC_SUCCESS**|tbd|:1:0:600|tbd| |**SP_MOD_FORAGE_SUCCESS**|tbd|:desert:0.1:0:3600:0|tbd| |**SP_