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- Complex item declaration @en:primitive:mission
- set the parameters in the order indicated by the name of the parameter, separated by a blank. <WRAP bo
- var_faction @en:primitive:mission
- 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
- recv_xp @en:primitive:mission
- t|mission creation]]. ===== Properties ===== **name:** Action name, only used by the mission designer. **skill:** The skill branch where XP is to be rece
- recv_faction_point @en:primitive:mission
- the mission’s owner. ===== Properties ===== **name:** Action name, only used by the mission designer. **faction:** Specify which faction points will be
- npc_bot @en:primitive:mission
- pace separated list of shop item. Items are sheet name without the trailing ‘.item’. * **-item:** a s... **nitem:** a space separated list of named item. <name>; <price>; <faction_type : kami | karavan | fyros... * **-mission** a space separated list of mission name that are not offered by default. * **op** (Op... hand. The only one parameter is the weapon sheet name (including filename extension) or write “**none**
- pre_requisite @en:primitive:mission
- 1;mission_02 </code> ===== Properties ===== **name:** Name of the action only used by the mission designer. **require_brick_knowledge:** The player need
- mission_tree @en:primitive:mission
- ssed from that point. ===== Properties ===== **name**: name of the mission, will be used as name base for all texts produced for the mission. See [[en:primitive:mi... menu of the mission giver. **giver_primitive**: Name of the primitive file where the mission giver has
- visit @en:primitive:mission
- ng the place object. ===== Properties ===== **name:** Objective name, only used by the mission designer. **hide_obj (Boolean):** Prevent the step to be ... (place): $p$ For item number X : ^ Variable name ^ Formal expression ^ Example ^ |Item_type (
- recv_fame @en:primitive:mission
- t|mission creation]]. ===== Properties ===== **name:** Action name, only used by the mission designer. **faction:** Faction towards whom the fame is modi
- var_text @en:primitive:mission
- t|mission creation]]. ===== Properties ===== **name :** Variable name only used by the mission designer. **text :** Actual text to use as variable value.... cument]] for the formatting requirements. **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_in_var_name_field>$''. {{tag>primitives ryzom_core}}
- keywords @en:primitive:mission
- case, you can filter thinks using either explicit name or keyword. Keyword filtering is more restrictive but very faster than name filtering. {{tag>primitives ryzom_core }}
- loot @en:primitive:mission
- ntities and qualities. ===== Properties ===== **name** : Objective name, only used by the mission designer. **hide_obj (Boolean)**: Prevent the step to be ... lt variables ===== For item number X ^ Variable name ^ Formal expression ^ Example ^ | Item_type (item
- step_ooo @en:primitive:mission
- 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 bl
- npc_event_handler_action @en:primitive:mission
- t|mission creation]]. ===== Properties ===== **name :** name of the action, by default the same name as the action name is used. **action :** One of the following action * begin_state * code * con
- popup_msg @en:primitive:mission
- indow on the client. ===== Properties ===== **name:** Action name, only used by the mission designer. **msg_to_display:** Text that appears in the popup