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- Possible properties of consumables
- r round todo 60%> To be tested/verified </WRAP> The list of properties may be in code/ryzom/server/sr... being in [[en:rcdsdfn_sbrick_basics#property_0 | their part property]]. <-- Yet to be defined!! ^ Co
- alpha.typ @en:ds:sound
- ly by script, please document it </WRAP> Name of the type: Double \\ UI: Edit \\ Default: 0 \\ Min = "
- item_color.typ
- /game_elem _item'' Obviously it allows to define the color of an object, not its icon but its color va... todo 60%> Check how this is handled when creating the associated .shape </WRAP> ^ Description ^ Expla
- _position_in_family.typ
- = Located in: ''/DFN/game_elem/_brick'' This is the list of different index values that a "sbrick" can take in a family. There may be a minimum of 0 and a maximum of 63 at this value(0 by default for the first value, or if there is only "one sbrick in that family") {{tag>brick typ}}
- The ticks
- ====== The ticks ====== Time on the server is harmonized with a "ticks counting service"(1/10th of a second) that also harmonizes between all the clients in case of slowdown(server overload). ^ ... | 1 week | 6,048,000 | | 30 days | 25 920 000 | These times are an approximate in the sense that for
- item_family.typ
- d in: ''/DFN/game_elem/_item'' This is a list of the different object families that can be used in the game: ^ Name ^ Explanation ^ System value ^ |**undef
- _classification_types.typ
- p ====== Located in: ''/DFN/game_elem'' This is the list of different creature types: ^ * **Unknown
- Parameters to be filled in according for usage of Mps
- of Mps ====== When specifying raw material DS's, the [[en:ds:rcmptypeperusage|usages]] are defined usi... s of characteristics(blade, hammer, tip, etc.) in the artisanal plans. Each of these groupings must be allocated a certain number of characteristics in order to function correctly! The table below indicates which characteristics is us
- item_type.typ
- d in: ''/DFN/game_elem/_item'' This is a list of the different types of objects: ^ Description ^ Expla
- The calculated fields in the Data Sheets
- ====== The calculated fields in the Data Sheets ====== <WRAP center round todo 60%> Do some tests and question Ulukyn/kervala on the topic :-D </WRAP> Calculations(addition, subtrac... erformed based on other values that are called by their respective fields: ** Example: ** ''0.5 * "(ex
- item_slot_type.typ
- ated in: ''/DFN/game_elem _item'' This refers to the types of possible locations to place an object an... bd|TWO_HANDS| |**Right hand exclusive Hand**|Uses the right hand and prevents the left hand from serving to other ^ chose|RIGHT_HAND_EXCLUSIVE| |**Very big
- sound.dfn @en:ds:sound
- ====== Located in: ''sound/DFN/sound'' This is the one to define all sounds that will be called by the primitives, creature animations, particle systems, etc. No sound can be transmitted by the client without having it defined by the file type: XXX.sound. ===== Definition of the type of sound ==
- _item_crafting_tool.dfn
- DFN/game_elem/_item'' Contains information about the tools needed to make such an object. ===== type ... ) | Default: None // \\ Example: // ArmorTool // The required tool.CSS). {{tag>dfn sitem armor craft}
- The .creature
- ====== The .creature ====== The ".creature" files are datasheets that fill's the game world. They can be used to create animals, plants, objects and NPCs. The simplest kind of creatu
- _item_basics.dfn
- == Located in: ''/DFN/game_elem/_item'' This is the basic section common to virtually all static objects(the .sitem) It is not mandatory to enter information, especially since default values exist in the definitions of DS. Refer to existing files as a r... ence to see what should be specified depending on the type of object being created. ===== name ===== /