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- Possible properties of consumables @en:ds
- 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
- _item_equipment_info.dfn @en:ds
- ce on a character(OBS: often with an influence on the 3D aspect). ===== WearEquipmentMalus ===== // Num... = 0.0 // \\ Example: //0.5// Apparently, this is the "malus" giving actions when wearing this equipment(the clutter of weapons and armor that gives fatigue, annoyance etc). The value must therefore be considered as a % of addi
- Multi-account and multipass
- ple as possible. Do not hesitate to discuss it on the forum!</WRAP> Reroll, [[wpfr>wiki/Multi_boxing|mu... xing]] ... Playing several characters(at once) in the same game is not always easy. This is often linked to dubious practices, where one considers that the player seeks to gain an advantage over others by ... several characters. And this is in fact sometimes the case!! But there are also good reasons to allow f
- Portal : Association @en:tag:association
- == Portal : Association ====== All that concerns the association Khaganat, and more generally the associative world. For historical information, see: [[en... historique|Background and History]]. ===== About the association Khaganat itself ===== * [[en:histo... ir|support us]] * [[en:khanathon|Vocabulary: the Khanathons]] * [[en:afk|Vocabulary: the AFK]
- The skills codes
- ====== The skills codes ====== Skills are defined by logical codes and are based on letters and also defined in the C++ code of the server. ^SC^Craft^ |SCA|Armor Craft| |SCAH|Heavy Armor Craft| |SCAHB|Heavy Boots Craft
- Complex item declaration @en:primitive:mission
- ers of a specific faction. In that case, you set the parameters in the order indicated by the name of the parameter, separated by a blank. <WRAP box> Examples: \\ You want the player to kill 5 me
- Wanted and orphan pages @en:wikitools
- === ~~NOCACHE~~ ===== Wanted pages ===== Meaning the ones with a link towards them, but that don't exist. ~~ORPHANSWANTED:wanted~~ ===== Orphan pages ===== Meaning the ones which exist but without any link towards them. ~~ORPHANSWANTED:orphans~~ {{tag>liste wiki}}
- Interface Management @en:wiki:user:yannk
- g?direct&450|}} This page aims to centralize all the information concerning the creation of the game interfaces. The instructions for creating the interface xml files are described on the dedicated
- Added fishing activity
- ng in progress </WRAP> This is a draft: "I added the elements as my memories flooded(i had started to record everything as i was doing with the fisherman, but it was had to much to do/undo/redo... ocked in my mind that i finally gave up). It will therefore be necessary to recover "the whole" in a somewhat more logical way, to be able to give some expl
- bot_chat @en:primitive:mission
- rties ===== **name:** Action name, only used by the mission designer. **npc_name:** Tag of the NPC that talks. **chat_type:** Select the chat type: Tell, say or shout. **phrase:** NPC speech. See the [[en:primitive:mission:primitivemissiondoctext_gu
- teleport_destination @en:primitive:mission
- nstanciation problems, here is a rule of thumb : “there must be one destination per room in a building, but the system automatically declines them by player and by guild” ===== Properties ===== **name :** name of the destination. 2 destination CANNOT SHARE THE SAME
- _item_command_ticket.dfn @en:ds
- === Located in: ''/DFN/game_elem/_item'' This is the section that characterizes objects that trigger certain commands without having to enter them manually. It is not mandatory to enter any info... rmation, especially since default values exist in the definitions of the DS. Refer to the existing files(as a reference) to see what should be specified dep
- recv_money @en:primitive:mission
- rties ===== **name:** Action name, only used by the mission designer. **amount:** Amount of money to add to the player’s funds. To withdraw money, use a negative... is only for guild missions. If it is set to true the action is done for the guild (not for the players that completed the mission). ===== Default variabl
- linear_dyn_chat_retry @en:primitive:mission
- dyn_chat that allows only one “I agree” answer to the player. If the linear_dyn_chat_retry is timed out, the script executes a jump_to the previous talk_to instruction. This is designed for the debriefing situat
- var_npc @en:primitive:mission
- ies ===== **name :** Variable name only used by the mission designer. **npc_function :** (optional) Actual function (if any) of the npc entity in the related primitive. **npc_name :** Actual name of the npc entity in the related primitive. **var_name