Ajout de l'activité de la pêche
Rédaction en cours
Il s'agit d'un draft ; j'y ai ajouté les éléments au fur que mes souvenirs affluaient (j'avais bien commencé à tout noter au fur et à mesure que je faisais le pêcheur, mais j'ai dû tellement de fois faire/défaire/refaire parce que j'étais bloqué que j'ai fini par y renoncer).
Il faudra donc recarrosser le tout de manière un peu plus logique, donner quelques explications, nettoyer quelques fichiers qui contiennent des restes d'expérimentations.
D'autre part, en réalisant ce tutoriel, je concède que je me suis peut-être un peu emballé : j'y ai quasiment mis tout le code que j'avais créé/modifié.
Pour les points de 1 à 8, je ne peux que vous conseiller, après avoir créé et modifié les fichiers de les ouvrir avec Georges editor qui fait une vérification syntaxique.
Pour le point 8, pour visualiser/modifier le fichier de primitive, il est préférable d'utiliser World Editor.
Ajouter l'animation pour les ra
Modifier le fichier leveldesign/game_element/anim/anim_set/homin/fy_hom/fy_hom_default_fi_.animation_set
Ajouter à la fin du fichier juste avant les 5 dernières balises <STRUCT/> :
<STRUCT Name="firework_01"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Peche_Init.anim"/> <ATOM Name="next1" Value="1"/> <ATOM Name="next1 weight" Value="100"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="FY_HOM_Peche_loop.anim"/> </STRUCT> <STRUCT Name="firework_02"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Peche_loop.anim"/> </STRUCT> </ARRAY> </STRUCT>
Je reconnais que ça n'est pas très propre parce que pour l'animation_set de la pêche, les emotes firework_01 et firework_02 sont écrasées par celles de la pêche. Mais, ce n'est que temporaire.
Créer les objets nécessaires
Créer le répertoire leveldesign/game_element/sitem/fishing_tool et y ajouter : * Le fichier icrtfi.sitem
- icrtfi.sitem
<?xml version="1.0"?> <FORM Revision="$Revision: 1.2 $" State="modified"> <STRUCT> <STRUCT Name="basics"> <ATOM Name="name" Value="Fishing Rod"/> <ATOM Name="origin" Value="refugee"/> <ATOM Name="family" Value="generic item"/> <ATOM Name="ItemType" Value="Generic"/> <ATOM Name="sack_type" Value="1"/> <STRUCT Name="EquipmentInfo"> <ARRAY Name="EquipmentSlots"> <ATOM Name="right_hand_exclusive_hand" Value="Right Hand"/> </ARRAY> </STRUCT> <ATOM Name="CraftPlan" Value="bccoea01.sbrick"/> <ATOM Name="Bulk" Value="5"/> <ATOM Name="Saleable" Value="false"/> <ATOM Name="Price" Value="1000"/> <ATOM Name="Time to Equip In Ticks" Value="10"/> <ATOM Name="RequiredCharacQualityFactor" Value="1"/> <ATOM Name="RequiredCharacQualityOffset" Value="-10"/> </STRUCT> <STRUCT Name="melee weapon"> <ATOM Name="melee range" Value="0"/> </STRUCT> <STRUCT Name="crafting tool"> <ATOM Name="type" Value="Sharpener"/> </STRUCT> <STRUCT Name="bag"> <ATOM Name="weight_max" Value="5.0"/> <ATOM Name="bulk_max" Value="5.0"/> </STRUCT> <STRUCT Name="3d"> <ATOM Name="shape" Value="GE_Acc_MountingStick_A.shape"/> <ATOM Name="shape_female" Value="GE_Acc_MountingStick_A.shape"/> <ATOM Name="icon" Value="to_fishing_rod.tga"/> <ATOM Name="icon background" Value="BK_generic.tga"/> <ATOM Name="anim_set" Value="Fish"/> <ATOM Name="never hide when equiped" Value="true"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS>Special effects:
 FIGHT_ADD_CRITICAL
 FIGHT_VAMPIRISM
 MAGIC_DIVINE_INTERVENTION
 FORAGE_NO_RISK:num
 MAGIC_SHOOT_AGAIN
 CRAFT_ADD_STAT_BONUS
 CRAFT_ADD_LIMIT
 FORAGE_ADD_RM:num1:num2
 </COMMENTS> <LOG></LOG> </FORM>
* Le fichier mbait01.sitem
- mbait01.sitem
<?xml version="1.0"?> <FORM Revision="$Revision$" State="modified"> <STRUCT> <STRUCT Name="basics"> <ATOM Name="name" Value="Fishing Larva"/> <ATOM Name="family" Value="generic item"/> <ATOM Name="ItemType" Value="Generic"/> <ATOM Name="Drop or Sell" Value="true"/> <STRUCT Name="EquipmentInfo"> <ARRAY Name="EquipmentSlots"> <ATOM Value="Left Hand"/> </ARRAY> </STRUCT> <ATOM Name="Bulk" Value="0.5"/> </STRUCT> <STRUCT Name="3d"> <ATOM Name="icon" Value="mp_larva.tga"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM>
* Le fichier mpois02.sitem
- mpois02.sitem
<?xml version="1.0"?> <FORM Revision="$Revision$" State="modified"> <STRUCT> <STRUCT Name="basics"> <ATOM Name="name" Value="Clapclap"/> <ATOM Name="family" Value="generic item"/> <ATOM Name="ItemType" Value="Generic"/> <ATOM Name="Drop or Sell" Value="true"/> <ATOM Name="Bulk" Value="0.5"/> </STRUCT> <STRUCT Name="3d"> <ATOM Name="icon" Value="to_fish.png"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM>
Créer la créature clapclap
Le fichier .creature
Créer le fichier leveldesign/game_elem/creature/fauna/bestiary/water/clapclap.creature et y ajouter
- clapclap.creature
<?xml version="1.0"?> <FORM Revision="$Revision: 1.110 $" State="modified"> <PARENT Filename="_clapclap_for.creature"/> <PARENT Filename="dag_attack.creature"/> <PARENT Filename="_clapclap_mp.creature"/> <STRUCT> <STRUCT Name="Basics"> <ATOM Name="PlayerSkillLevel" Value="1"/> <ATOM Name="NbPlayers" Value="1"/> <ATOM Name="PlayerHpLevel" Value="1"/> <ATOM Name="NbHitToKillPlayer" Value="15"/> <STRUCT Name="Characteristics"> <ATOM Name="DynamicEnergyValue" Value="0.00126"/> </STRUCT> <STRUCT Name="MovementSpeeds"> <ATOM Name="WalkSpeed" Value="2.5"/> <ATOM Name="RunSpeed" Value="5"/> <ATOM Name="GroupDispersion" Value="0.7"/> </STRUCT> <ATOM Name="life" Value="40"/> <ATOM Name="AttackSpeed" Value="3"/> <ATOM Name="LifeRegen" Value="0.109589041"/> <ATOM Name="AttackLevel" Value="1"/> <ATOM Name="DefenseLevel" Value="1"/> <ATOM Name="XPLevel" Value="1"/> <ATOM Name="TauntLevel" Value="0"/> <ATOM Name="MeleeReachValue" Value="0"/> <ATOM Name="RegionForce" Value="1"/> <ATOM Name="ForceLevel" Value="1"/> <ATOM Name="LocalCode" Value="1"/> <ATOM Name="DodgeAsDefense" Value="true"/> </STRUCT> <STRUCT Name="3d data"> <ATOM Name="Automaton" Value="creature"/> <ATOM Name="Scale" Value="0.20"/> <ATOM Name="SoundFamily" Value="0"/> <ATOM Name="SoundVariation" Value="0"/> <ATOM Name="ForceDisplayCreatureName" Value="false"/> </STRUCT> <STRUCT Name="Harvest"> <ATOM Name="Skill" Value="SH"/> <STRUCT Name="MP1"> <ATOM Name="MinQuantity" Value="1"/> <ATOM Name="Quantity" Value="2"/> <ATOM Name="MaxQuality" Value="20"/> </STRUCT> <STRUCT Name="MP2"> <ATOM Name="MinQuantity" Value="0"/> <ATOM Name="Quantity" Value="0"/> </STRUCT> <STRUCT Name="MP3"> <ATOM Name="MinQuantity" Value="0"/> <ATOM Name="Quantity" Value="0"/> </STRUCT> <STRUCT Name="MP4"> <ATOM Name="MinQuantity" Value="0"/> <ATOM Name="Quantity" Value="0"/> </STRUCT> <STRUCT Name="MP5"> <ATOM Name="MinQuantity" Value="0"/> <ATOM Name="Quantity" Value="0"/> </STRUCT> <STRUCT Name="MP6"> <ATOM Name="MinQuantity" Value="0"/> <ATOM Name="Quantity" Value="0"/> </STRUCT> <STRUCT Name="MP7"> <ATOM Name="MinQuantity" Value="0"/> <ATOM Name="Quantity" Value="0"/> </STRUCT> <STRUCT Name="MP8"> <ATOM Name="MinQuantity" Value="0"/> <ATOM Name="Quantity" Value="0"/> </STRUCT> <STRUCT Name="MP9"> <ATOM Name="MinQuantity" Value="0"/> <ATOM Name="Quantity" Value="0"/> </STRUCT> <STRUCT Name="MP10"> <ATOM Name="MinQuantity" Value="0"/> <ATOM Name="Quantity" Value="0"/> </STRUCT> </STRUCT> <STRUCT Name="Collision"> <ATOM Name="Height" Value="10"/> </STRUCT> <STRUCT Name="Properties"> <ATOM Name="LootHarvestState" Value="Harvestable"/> <ATOM Name="XPGainCoef" Value="1"/> </STRUCT> <STRUCT Name="Combat"> <ATOM Name="AggroRadiusNotHungry" Value="15"/> <ATOM Name="AggroRadiusHungry" Value="15"/> <ATOM Name="AggroRadiusHunting" Value="15"/> <ATOM Name="DistModulator" Value="0.2"/> <ATOM Name="TargetModulator" Value="0.25"/> <ATOM Name="LifeLevelModulator" Value="0.01"/> <ATOM Name="CourageModulator" Value="1"/> <ATOM Name="GroupCohesionModulator" Value="0.01"/> <ATOM Name="AssistDist" Value="0"/> <ATOM Name="AggroRadiusD1" Value="100"/> <ATOM Name="AggroRadiusD2" Value="50"/> </STRUCT> <STRUCT Name="Protections"> <ATOM Name="PiercingMax" Value="0"/> <ATOM Name="PiercingFactor" Value="0"/> <ATOM Name="SlashingMax" Value="0"/> <ATOM Name="SlashingFactor" Value="0"/> <ATOM Name="BluntMax" Value="0"/> <ATOM Name="BluntFactor" Value="0"/> <ATOM Name="RotMax" Value="37.5"/> <ATOM Name="RotFactor" Value="50"/> <ATOM Name="AcidMax" Value="0"/> <ATOM Name="AcidFactor" Value="0"/> <ATOM Name="ColdMax" Value="0"/> <ATOM Name="ColdFactor" Value="0"/> <ATOM Name="FireMax" Value="0"/> <ATOM Name="FireFactor" Value="0"/> <ATOM Name="PoisonMax" Value="0"/> <ATOM Name="PoisonFactor" Value="0"/> <ATOM Name="ElectricityMax" Value="0"/> <ATOM Name="ElectricityFactor" Value="0"/> <ATOM Name="ShockMax" Value="0"/> <ATOM Name="ShockFactor" Value="0"/> </STRUCT> <STRUCT Name="Resists"> <ATOM Name="Fear" Value="5"/> <ATOM Name="Sleep" Value="5"/> <ATOM Name="Stun" Value="5"/> <ATOM Name="Root" Value="5"/> <ATOM Name="Blind" Value="5"/> <ATOM Name="Snare" Value="5"/> <ATOM Name="Slow" Value="5"/> <ATOM Name="Acid" Value="5"/> <ATOM Name="Cold" Value="5"/> <ATOM Name="Electricity" Value="5"/> <ATOM Name="Fire" Value="5"/> <ATOM Name="Poison" Value="0"/> <ATOM Name="Rot" Value="5"/> </STRUCT> <STRUCT Name="Damage Shield"> <ATOM Name="Damage" Value="0"/> <ATOM Name="Drained HP" Value="0"/> </STRUCT> <ATOM Name="category" Value="H"/> <ATOM Name="race_code" Value="D"/> <ATOM Name="group_assist" Value="hd"/> <ATOM Name="creature_level" Value="0.5"/> <ATOM Name="group_id" Value="HD"/> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM>
Le fichier parent de la créature
Créer le fichier leveldesign/game_elem/creature/fauna/parent_creature_prototype/_clapclap.creature et y ajouter :
- _clapclap.creature
<?xml version="1.0"?> <FORM Revision="$Revision: 1.45 $" State="modified"> <PARENT Filename="_formuli.creature"/> <PARENT Filename="_ai_herbivore_craintif.creature"/> <PARENT Filename="_medium_slashing_armor_set.creature"/> <STRUCT> <STRUCT Name="Basics"> <ATOM Name="Race" Value="clapclap"/> <ATOM Name="DamageLocalisationTable" Value="fish"/> <ATOM Name="Size" Value="small"/> <ATOM Name="Profile" Value="caster healer"/> <STRUCT Name="Scores"> <ATOM Name="HitPoints" Value="very low"/> <ATOM Name="Sap" Value="default"/> <ATOM Name="Stamina" Value="very low"/> </STRUCT> <STRUCT Name="Equipment"> <STRUCT Name="Body"> <ATOM Name="Item" Value="clapclap_chest.item"/> </STRUCT> <STRUCT Name="Legs"> <ATOM Name="Item" Value="light_slashing_legs.item"/> </STRUCT> <STRUCT Name="Arms"> <ATOM Name="Item" Value="light_slashing_arms.item"/> </STRUCT> <STRUCT Name="Hands"> <ATOM Name="Item" Value="light_slashing_hands.item"/> </STRUCT> <STRUCT Name="Feet"> <ATOM Name="Item" Value="light_slashing_feet.item"/> </STRUCT> <STRUCT Name="Head"> <ATOM Name="Item" Value="light_slashing_head.item"/> </STRUCT> </STRUCT> <STRUCT Name="MovementSpeeds"> <ATOM Name="WalkSpeed" Value=""3d data.Scale"*1.1"/> <ATOM Name="RunSpeed" Value=""3d data.Scale"*3.536918"/> </STRUCT> <ATOM Name="type" Value="predator"/> </STRUCT> <STRUCT Name="3d data"> <ATOM Name="Skel" Value="TR_MO_clapclap.skel"/> <ATOM Name="AnimSetBaseName" Value="clapclap"/> <ATOM Name="LodCharacterDistance" Value="50.0"/> <ATOM Name="DisplayInRadar" Value="false"/> <ATOM Name="DisplayName" Value="false"/> <ATOM Name="DisplayBars" Value="false"/> <ATOM Name="NamePosZLow" Value="2"/> <ATOM Name="NamePosZNormal" Value="4"/> </STRUCT> <STRUCT Name="Harvest"> <STRUCT Name="MP1"> <ATOM Name="Name" Value="dag meat"/> </STRUCT> <STRUCT Name="MP2"> <ATOM Name="Name" Value="dag canines"/> </STRUCT> <STRUCT Name="MP3"> <ATOM Name="Name" Value="dag tongue"/> </STRUCT> </STRUCT> <STRUCT Name="Collision"> <ATOM Name="CollisionRadius" Value="0.0"/> </STRUCT> <ATOM Name="attack_list1" Value="dag.attack_list"/> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS></COMMENTS> <LOG></LOG> </FORM>
Le fichier parent de la créature pour l'écosystème
Créer le fichier leveldesign/game_elem/creature/fauna/ecosystem/forest/_clapclap_for.creature et y ajouter :
- _clapclap_for.creature
<?xml version="1.0"?> <FORM Revision="$Revision: 1.4 $" State="modified"> <PARENT Filename="_clapclap.creature"/> <STRUCT> <STRUCT Name="Basics"> <ATOM Name="Ecosystem" Value="Forest"/> <STRUCT Name="Scores"> <ATOM Name="HitPoints" Value="default"/> <ATOM Name="Stamina" Value="default"/> </STRUCT> <STRUCT Name="Equipment"> <STRUCT Name="Body"> <ATOM Name="Texture" Value="Jungle/High Quality/Old"/> </STRUCT> </STRUCT> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS></COMMENTS> <LOG></LOG> </FORM>
Les matières premières sur la créature
Créer le fichier leveldesign/game_elem/creature/raw_material_assignment/_clapclap_mp.creature et y ajouter :
- _clapclap_mp.creature
<?xml version="1.0"?> <FORM Revision="$Revision$" State="modified"> <STRUCT> <STRUCT Name="Harvest"> <STRUCT Name="MP1"> <ATOM Name="AssociatedItem" Value="m0566cbbca01.sitem"/> </STRUCT> <STRUCT Name="MP2"> <ATOM Name="AssociatedItem" Value="m0566cbbca01.sitem"/> </STRUCT> <STRUCT Name="MP3"> <ATOM Name="AssociatedItem" Value="m0566cbbca01.sitem"/> </STRUCT> <STRUCT Name="MP4"> <ATOM Name="AssociatedItem" Value="m0566cbbca01.sitem"/> </STRUCT> <STRUCT Name="MP5"> <ATOM Name="AssociatedItem" Value="m0566cbbca01.sitem"/> </STRUCT> <STRUCT Name="MP6"> <ATOM Name="AssociatedItem" Value="m0567cbbca01.sitem"/> </STRUCT> <STRUCT Name="MP7"> <ATOM Name="AssociatedItem" Value="m0567cbbca01.sitem"/> </STRUCT> <STRUCT Name="MP8"> <ATOM Name="AssociatedItem" Value="m0567cbbca01.sitem"/> </STRUCT> <STRUCT Name="MP9"> <ATOM Name="AssociatedItem" Value="m0567cbbca01.sitem"/> </STRUCT> <STRUCT Name="MP10"> <ATOM Name="AssociatedItem" Value="m0567cbbca01.sitem"/> </STRUCT> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM>
Un fichier de placement
Cet objet sera utilisé pour trianguler la position du joueur et du clapclap.
Créer le fichier leveldesign/game_elem/creature/objects/object_fisherman_fish_place.creature et y ajouter:
- object_fisherman_fish_place.creature
<?xml version="1.0"?> <FORM Revision="$Revision: 1.9 $" State="modified"> <PARENT Filename="_parent_botobject.creature"/> <STRUCT> <STRUCT Name="Basics"> <STRUCT Name="Equipment"> <STRUCT Name="Body"> <ATOM Name="Item" Value="Water01.shape"/> </STRUCT> </STRUCT> </STRUCT> <STRUCT Name="3d data"> <ATOM Name="CharacterScalePos" Value="0"/> <ATOM Name="Scale" Value="0.1"/> <ARRAY Name="ProjectileCastRay"> <STRUCT> <STRUCT Name="Origin"> <ATOM Name="Z" Value="8.5"/> </STRUCT> <STRUCT Name="Pos"> <ATOM Name="Z" Value="8.5"/> </STRUCT> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="Collision"> <ATOM Name="CollisionRadius" Value="0"/> <ATOM Name="BoundingRadius" Value="0"/> <ATOM Name="Length" Value="0"/> <ATOM Name="NotTraversable" Value="false"/> </STRUCT> <STRUCT Name="Properties"> <ATOM Name="Selectable" Value="false"/> <ATOM Name="Talkable" Value="false"/> <ATOM Name="Givable" Value="false"/> <ATOM Name="SelectableBySpace" Value="false"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM>
Un fichier des protections de la créature
Créer le fichier leveldesign/game_elem/items/armor/creature_armor/creature_body_armor_specific/clapclap_chest.item
- clapclap_chest.item
<?xml version="1.0"?> <FORM Revision="$Revision: 1.2 $" State="modified"> <PARENT Filename="_creature_armor.item"/> <STRUCT> <STRUCT Name="basics"> <STRUCT Name="EquipmentInfo"> <ARRAY Name="EquipmentSlots"> <ATOM Name="chest" Value="Chest"/> </ARRAY> </STRUCT> </STRUCT> <STRUCT Name="armor"> <ATOM Name="Armor category" Value="light"/> <ARRAY Name="protection type"> <ATOM Name="slashing" Value="Slashing"/> </ARRAY> <ATOM Name="protection" Value="light"/> <ATOM Name="max protection" Value="light"/> </STRUCT> <STRUCT Name="3d"> <ATOM Name="shape" Value="TR_MO_clapclap.shape"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM>
Créer les animations de la créature
Pour info, j'ai généré les fichiers ci-dessous (ainsi que ceux de toutes les créatures des assets) par programme d'après les noms figurant dans les animations (pas donnable, c'était un oneshot). La génération automatique a ses limites, aussi il faut faire quelques remaniements pour avoir des animations à peu près réalistes.
Créer le répertoire leveldesign/game_element/anim/anim_set/pet/clapclap et y ajouter :
- Le fichier clapclap.animset_mode
- clapclap.animset_mode
<?xml version="1.0"?> <FORM Revision="$Revision: 1.1 $" State="modified"> <PARENT Filename="_pet.animset_mode"/> <STRUCT> <STRUCT Name="swim"> <ATOM Name="__" Value="true"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM>
- Le fichier clapclap_alert__.animation_set
- clapclap_alert__.animation_set
<?xml version="1.0"?> <FORM Revision="$Revision: 1.1 $" State="modified"> <STRUCT> <STRUCT Name="idle"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_baille.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_idle.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_occupation.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_senti_danger.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_sortirdelo.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_idle.anim"/> </STRUCT> <STRUCT Name="backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_recule.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="impact"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_impact.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_end.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="death_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_mort.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_mort.anim"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS></COMMENTS> <LOG></LOG> </FORM>
- Le fichier clapclap_combat__.animation_set
- clapclap_combat__.animation_set
<?xml version="1.0"?> <FORM Revision="$Revision: 1.1 $" State="modified"> <STRUCT> <STRUCT Name="attack1"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_attaque_1.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_attaque_2.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="attack2"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_attaque_1.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_attaque_2.anim"/> </STRUCT> </ARRAY> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS></COMMENTS> <LOG></LOG> </FORM>
- Le fichier clapclap_death__.animation_set
- clapclap_death__.animation_set
<?xml version="1.0"?> <FORM Revision="$Revision: 1.1 $" State="modified"> <STRUCT> <STRUCT Name="idle"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_mort_cycle.anim"/> </STRUCT> </ARRAY> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS></COMMENTS> <LOG></LOG> </FORM>
- Le fichier clapclap_default__.animation_set
- clapclap_default__.animation_set
<?xml version="1.0"?> <FORM Revision="$Revision: 1.1 $" State="modified"> <STRUCT> <STRUCT Name="idle"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_baille.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_idle.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_occupation.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_senti_danger.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_intimidation.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_attaque_1.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_attaque_2.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_idle.anim"/> </STRUCT> <STRUCT Name="walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/> <ATOM Name="next1" Value="-1"/> <ATOM Name="next1 weight" Value="1"/> <ATOM Name="next2" Value="-1"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_sortirdelo.anim"/> <ATOM Name="next1" Value="-1"/> <ATOM Name="next1 weight" Value="1"/> <ATOM Name="next2" Value="-1"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_recule.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_straffe_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="strafe_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_straffe_droit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="impact"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_impact.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_end.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="attack1"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_attaque_1.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_attaque_2.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="attack2"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_attaque_1.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_attaque_2.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="death_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_mort.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_mort.anim"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM>
- Le fichier clapclap_eat__.animation_set
- clapclap_eat__.animation_set
<?xml version="1.0"?> <FORM Revision="$Revision: 1.1 $" State="modified"> <STRUCT> <STRUCT Name="idle"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_idle.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_idle.anim"/> </STRUCT> <STRUCT Name="backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_recule.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="impact"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_impact.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_end.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="death_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_mort.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_mort.anim"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS></COMMENTS> <LOG></LOG> </FORM>
- Le fichier clapclap_hungry__.animation_set
- clapclap_hungry__.animation_set
<?xml version="1.0"?> <FORM Revision="$Revision: 1.1 $" State="modified"> <STRUCT> <STRUCT Name="idle"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_baille.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_idle.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_occupation.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_sortirdelo.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_idle.anim"/> </STRUCT> <STRUCT Name="backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_recule.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="impact"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_impact.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_stun_end.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="death_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_mort.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_mort.anim"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS></COMMENTS> <LOG></LOG> </FORM>
- Le fichier clapclap_rest__.animation_set
- clapclap_rest__.animation_set
<?xml version="1.0"?> <FORM Revision="$Revision: 1.1 $" State="modified"> <STRUCT> <STRUCT Name="death_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_mort.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_mort.anim"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS></COMMENTS> <LOG></LOG> </FORM>
- Le fichier clapclap_swim__.animation_set
- clapclap_swim__.animation_set
<?xml version="1.0"?> <FORM Revision="$Revision: 1.1 $" State="modified"> <STRUCT> <STRUCT Name="walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/> </STRUCT> </ARRAY> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS></COMMENTS> <LOG></LOG> </FORM>
Ajouter l'anim_set à la liste
Modifier le fichier leveldesign/game_element/anim/anim_set/entities.animset_list.
Ajouter avant le dernier </ARRAY> le code suivant:
<ATOM Name="clapclap" Value="clapclap.animset_mode"/>
Créer la compétence :.sbrick
Créer le répertoire leveldesign/game_element/sbrick/others/fish
Créer le fichier bfpafi01.sbrick et ajouter le code suivant:
- bfpafi01.sbrick
<?xml version="1.0"?> <FORM Revision="$Revision: 1.8 $" State="modified"> <STRUCT> <STRUCT Name="Basics"> <ATOM Name="FamilyId" Value="BFAQFME"/> <ATOM Name="Skill" Value="SF"/> </STRUCT> <STRUCT Name="Client"> <ATOM Name="Icon" Value="to_fishing_rod.tga"/> <ATOM Name="IconBack" Value="FO_Back.tga"/> </STRUCT> <STRUCT Name="Credit"> <ATOM Name="f0" Value="BFCA"/> <ATOM Name="f1" Value="BFCB"/> <ATOM Name="f2" Value="BFCC"/> <ATOM Name="f3" Value="BFCD"/> <ATOM Name="f4" Value="BFCE"/> <ATOM Name="f5" Value="BFCF"/> <ATOM Name="f6" Value="BFCG"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM>
Ajouter le fichier de primitives
Ajouter le fichier fisherman.primitive dans primitives/newbieland
Je ne fournis pas le code du fichier (à moins que vous préfériez vous taper 90Ko de balises xml et de code encore plus abscons) ; vous pourrez le récupérer dans le dépôt. J'ai fait pas mal d'expérimentations sur ce fichier et je concède qu'il est loin d'être nickel (mais en général le code est documenté). Pour pouvoir désapprendre une sbrick (fonctionnalité présente au niveau du serveur, mais absente du WorldEditor et du compilateur de primitives), j'ai modifié quelques fichiers de configuration et le compilateur de primitives (il faudra donc récupérer la dernière version du compilateur ainsi que les fichiers de config).
Ajouter ce fichier de primitives dans la liste à charger du shard
Modification du fichier primitives/primitives.cfg
:
Ajouter le code suivant avant l'avant dernière occurence de "MAPEND",
"FILE fisherman.primitive",
Envoyer les modifications au projet Khanat
Envoyer ses modifications sur le dépôt https://depots.khaganat.net/scm/hg/khaganat-data branche lirria
Pour pouvoir faire cette opération, vous devez bien entendu avoir un accès en écriture au dépôt.
Se positionner à la racine de son dépôt local puis taper les commandes suivantes (répondez de manière adéquate aux questions posées) - je dois revalider toute cette partie-là:
<codebash >
$ hg pull
$ hg update
$ hg commit
$ hg push -b lirria
</code>
Mettre à jour les données du client
Récupérer les données client de Lirria
Récupérer en local, le dépôt des données client.
- Créer le répertoire currdata et positionnez-vous dedans
- Taper les commandes suivantes
~/currdata$ hg pull https://depots.khaganat.net/scm/hg/lirria-client-data $ hg update
Ajout des données
Ajouter les fichiers suivants dans le répertoire currdata/creatures/fauna/water/clapclap
de votre dépôt local
GO_MO_Clapclap.shape ju_mo_clapclap.dds TR_MO_Clapclap.shape tr_mo_clapclap.skel tr_mo_clapclap_attaque_1.anim tr_mo_clapclap_attaque_2.anim tr_mo_clapclap_baille.anim tr_mo_clapclap_demitour_droit.anim tr_mo_clapclap_demitour_gauche.anim tr_mo_clapclap_idle.anim tr_mo_clapclap_impact.anim tr_mo_clapclap_intimidation.anim tr_mo_clapclap_mort.anim tr_mo_clapclap_mort_cycle.anim tr_mo_clapclap_nage.anim tr_mo_clapclap_occupation.anim tr_mo_clapclap_recule.anim tr_mo_clapclap_senti_danger.anim tr_mo_clapclap_sortirdelo.anim tr_mo_clapclap_straffe_droit.anim tr_mo_clapclap_straffe_gauche.anim tr_mo_clapclap_stun_end.anim tr_mo_clapclap_stun_init.anim tr_mo_clapclap_stun_loop.anim tr_mo_clapclap_tournedroite.anim tr_mo_clapclap_tournegauche.anim
Envoyer les données sur le dépôt
Envoyer vos modifications sur le dépôt https://depots.khaganat.net/scm/hg/lirria-client-data (en répondant de manière adéquate aux questions posées)
~/currdata$ hg commit ~/currdata$ hg push
Recréer les fichiers .bnp sur le serveur de patch
Mettre à disposition les données client sur le serveur.
Se connecter au serveur avec le compte qui va bien puis lancer la commande :
~/$ ./script_regenerer_bnps_client.sh
Mettre à jour serveur et patch pour le client
Mettre à jour les données client et serveur**
Se connecter au serveur avec le compte qui va bien puis lancer la commande :
~/$ ./script_mise_a_jour_data_serveur.sh