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- linear_dyn_chat_retry @en:primitive:mission
- r. If the linear_dyn_chat_retry is timed out, the script executes a jump_to the previous talk_to instructi
- custom_loot_set @en:primitive:mission
- n as a int value of a percentage (75 for 75%). **script** : each line of the script corresponds to one item contained by the custom loot set. The syntax is "site... ntity itemQuality". Ex: ixpca01.sitem 50 42. This script handles C-style comments. See also [[en:primitiv
- step_if @en:primitive:mission
- d on the parameters entered. From this point, the script continues on branches based on the result of the test. The script then continues on the yes branch if the result is... it is negative. More information about mission script structure can be found in the [[en:primitive:mission:script_guidelines|script guidelines]] reference document
- step_dyn_chat @en:primitive:mission
- ween the NPC and the player. From this point, the script continues on branches based on the different answ... d to the player. More information about mission script structure can be found in the [[en:primitive:mission:script_guidelines|script guidelines]] reference document. ===== Properties ===== **name :** Name of the step
- step_any @en:primitive:mission
- of them is done. More information about mission script structure can be found in the [[en:primitive:mission:script_guidelines|script guidelines]] reference document. ===== Properties ===== **name :** Name of the step
- var_faction @en:primitive:mission
- . **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_in_var_n
- var_quality @en:primitive:mission
- . **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_in_var_n
- step_ooo @en:primitive:mission
- ed in any order. More information about mission script structure can be found in the [[en:primitive:mission:script_guidelines|script guidelines]] reference document. ===== Properties ===== **name:** Name of the step,
- var_text @en:primitive:mission
- . **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_in_var_n
- var_creature @en:primitive:mission
- . **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_in_var_n
- Information regarding missions @en:primitive:mission
- enclature_guidelines]] * [[en:primitive:mission:script_guidelines|script_guidelines]] * [[en:primitive:mission:sell|sell]] * [[en:primitive:mission:set_cons
- var_place @en:primitive:mission
- . **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_in_var_n
- var_npc @en:primitive:mission
- . **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_in_var_n
- user_model @en:primitive:mission
- a new George Sheet. Basically, a user_model is a script in which you describe the properties of the npc a... the model id in the equip params of the npc. **script :** Script describing what attributes will be redefined by the model. The syntax is: "Category.attribute value". This script handles C-style comments. The categories and attr
- var_group @en:primitive:mission
- . **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_in_var_n