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Résultats plein texte:
- var_npc
- t|mission creation]]. ===== Properties ===== **name :** Variable name only used by the mission designer. **npc_function :** (optional) Actual function (i... the npc entity in the related primitive. **npc_name :** Actual name of the npc entity in the related primitive. **var_name :** Variable tag to be used in
- kill
- veral kill objectives. ===== Properties ===== **name**: Objective name, only used by the mission designer. **faction/quantity**: Faction code name and number of kills needed. See [[en:primitive:mi... or the formatting requirements. **group**: Group name tag. The player needs to kill the whole group. *
- npc_bot
- pace separated list of shop item. Items are sheet name without the trailing ‘.item’. * **-item:** a s... efault. * **nitem:** a space separated list of named item. <name>; <price>; <faction_type : kami | karavan | fyros | zorai | tryker | matis >; <price in fa... * **-mission** a space separated list of mission name that are not offered by default. * **op** (Op
- npc_group
- pace separated list of shop item. Items are sheet name without the trailing ‘.item’. * -item : a space... * -mission : a space separated list of mission name that are not offered by default. NB: the negator ... hand. The only one parameter is the weapon sheet name (including filename extension) or write “none” to remove the item in hand. * LI : define weapon in le
- teleport_destination
- player and by guild” ===== Properties ===== **name :** name of the destination. 2 destination CANNOT SHARE THE SAME NAME. **type :** * **Uninstanciated** : this is... GuildAnnex** : annex room of a guild **bots :** name of the bots to spawn in a newly created instance
- Text guidelines reference document
- HRASE_SUFFIX** \\ Generated phrase tag: **Mission_name_MY_PHRASE_SUFFIX** </WRAP> * Using variables... th 2 objects of one type needed for the npc which name is declared in the $receiver$ custom variable. \\... HRASE_SUFFIX** \\ Generated phrase tag: **Mission_name_MY_PHRASE_SUFFIX** </WRAP> For objectives with ... > <WRAP column 60%> Generated tags: \\ **Mission_name_MY_PHRASE_SUFFIX_1 \\ Mission_name_MY_PHRASE_SUFF
- buy
- he player to buy from a given NPC by entering its name tag. ===== Properties ===== **name:** Action name, only used by the mission designer. **npc_name (Optional):** Tag of the NPC that the player has to buy
- destroy_item
- ory (bag or mektoubs). ===== Properties ===== **name**: Action name, only used by the mission designer. **npc_name (Optional)**: NPC tag name. Used to write in the sys info who destroyed the items. **Item/quantity/qu
- learn_action
- ion bricks to players. ===== Properties ===== **name**: Action name, only used by the mission designer. **actions**: Action brick codes **group (Boolean)*... tions to the whole group at the same time. **npc_name (Optional)**: Tag name of the giver NPC. ===== Default variables ===== npc_name (bot): ''$b$'' Fo
- sell
- the player to sell to a given NPC by entering its name tag. ===== Properties ===== **name:** Objective name, only used by the mission designer. **npc_name (Optional):** Tag of the NPC that the player has to se
- step_if
- ]] reference document. ===== Properties ===== **name :** Name of the step, can be used as Jump_to destination and should thus be named as a C++ object (no blank, no special character ... parameters :** Parameters used in the test (skill name and level value, brick name, mission name …) **
- var_faction
- t|mission creation]]. ===== Properties ===== **name :** Variable name only used by the mission designer. **faction_name :** Actual name tag of the faction referred to. **var_name :** Variable tag to be used in the script
- var_group
- t|mission creation]]. ===== Properties ===== **name :** Variable name only used by the mission designer. **group_name :** Actual group name to use as variable value. **var_name :** Variable tag to be used in the script
- var_place
- t|mission creation]]. ===== Properties ===== **name :** Variable name only used by the mission designer. **place_name :** Actual place name to use as variable value. **var_name :** Variable tag to be used in the script
- cast
- omplete the objective. ===== Properties ===== **name:** Action name, only used by the mission designer. **action:** Action names referring to the spell bricks to be cast. **hid... ription to the step. **place (Optional):** Place name. Location where the spells have to be cast. ===