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- Text guidelines reference document
- delines reference document]] for help on creating tags for rites. ===== Generic phrase requirements ===== * Using directly a phrase tag that refers to an existing string in the translated file. <WRAP box 95%> Example: \\ **PHRASE_TAG** \\ There must be a phrase in the translated file with the “PHRASE_TAG” tag. </WRAP> <WRAP clear></WRAP> For objectives
- Nomenclature guidelines reference document
- The goals of this nomenclature are: * Keep the tags short to limit data transfer * Help identifica... gits) > **Example:** \\ R_10_02 ===== Phrase tag ===== During the phrase generation process, the mission name is added in front of the phrase tag with an underscore in between. This part will thus only cover tag nomenclature. Tags are built in three parts: phr
- add_compass
- y used by the mission designer. **npc_to_add:** Tag name of the NPC to add. **place_to_add:** Tag name of the place to add. {{tag>primitives ryzom_core}}
- buy
- ayer to buy from a given NPC by entering its name tag. ===== Properties ===== **name:** Action name, ... y the mission designer. **npc_name (Optional):** Tag of the NPC that the player has to buy from. **hi... </WRAP> <WRAP column 30%> Example \\ $i1$ \\ $qt1$ \\ $qual1$ </WRAP> {{tag>primitives ryzom_core}}
- kill
- e formatting requirements. **group**: Group name tag. The player needs to kill the whole group. **hid... displayed in the mission log. **npc**: NPC name tag. The player needs to kill all listed NPCs. See [[... $r<X>$ | $r1$ | | Race quantity (int) | $q<X>$ | $q1$ | {{tag>primitives ryzom_core }}
- sell
- layer to sell to a given NPC by entering its name tag. ===== Properties ===== **name:** Objective n... the mission designer. **npc_name (Optional):** Tag of the NPC that the player has to sell to. **hi... nt) |$qt<X>$ |$qt1$ | |Item_quality (int) |$quality<X>$ |$qual1$ | {{tag>primitives ryzom_core}}
- var_faction
- ission designer. **faction_name :** Actual name tag of the faction referred to. **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_in_var_name_field>$''. {{tag>primitives ryzom_core}}
- recv_item
- on designer. **npc_name (Optional):** Giver NPC tag name. **group (Boolean):** Allows to give items... ' **item_quantity (int):** ''$qt$'' **item_quality (int):** ''$qual$'' {{tag>primitives ryzom_core}}
- step_dyn_chat
- o blank, no special character …) **npc_name :** Tag of the npc that does the chat. **hide_obj (Bool... r|dyn_answer]] and [[en:primitive:mission:no_answer|no_answer]] classes. {{tag>primitives ryzom_core}}
- step_failure
- ws to execute different actions according to the stage of the mission when it fails. Executing a step_f... should thus be named as a C++ object (no blank, no special character …) {{tag>primitives ryzom_core}}
- talk_to
- nly used by the mission designer. **npc_name:** Tag of the NPC that has to be talked to. **hide_obj... ments. ===== Default variables ===== **npc_name (bot)**: ''$npc$'' {{tag>primitives ryzom_core}}
- target
- isplayed in the mission log. **npc_to_target:** Tags of the NPCs that the player needs to target. *... o_target (creature_sheet):** ''$c$'' **npc_to_target (bot):** ''$npc$'' {{tag>primitives ryzom_core}}
- teleport
- nly used by the mission designer. **npc_name:** Tag of the NPC that talks. **once (Boolean):** Dele... ate>''. ===== Default variables ===== **phrase menu (place):** ''$p$'' {{tag>primitives ryzom_core}}
- user_model
- tor value". Factor is a floating value of a percentage (12 for 12%) and max is an unsigned integer. The... e protections.piercing factor 100 protections.piercing max 10000 </code> {{tag>primitives ryzom_core}}
- mission_tree
- te_nomenclature_guidelines]] for help on creating tags for rites. **audience**: Indicates whether the ... dicates that if the mission is completed it won’t be proposed anymore. {{tag>primitives ryzom_core }}