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- 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
- 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
- st be one destination per room in a building, but the system automatically declines them by player and ... d” ===== Properties ===== **name :** name of the destination. 2 destination CANNOT SHARE THE SAME NAME. **type :** * **Uninstanciated** : this is a standard teleportation : the destination is unique and not shared between ins
- 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
- sell @en:primitive:mission
- mission:start|mission creation]]. **Objective:** The player has to sell specific items. It’s possible to force the player to sell to a given NPC by entering its nam... es ===== **name:** Objective name, only used by the mission designer. **npc_name (Optional):** Tag of the NPC that the player has to sell to. **hide_obj
- ai_compass @en:primitive:mission
- . Action used to trigger an AI event linked with the AIS. Usually used to synchronize script and state... rties ===== **name:** Action name, only used by the mission designer. **event_number:** Number of the called state (0-3). **group_name:** Tag name of the related group. {{tag>primitives ryzom_core}}
- destroy_item @en:primitive:mission
- :start|mission creation]]. Action which destroys the items that match the given filters: * The item sheet must match. * The quality must be at least the one wanted. * At max quantity of the ite
- teleport_spawn_zone @en:primitive:mission
- Entities are teleported on a random point within the zone. ===== Properties ===== **name :** name of the zone. 2 ZONES CANNOT SHARE THE SAME NAME. **radius :** radius of the delimiting circle in meter **use_z :** if checked, the z p
- var_item @en:primitive:mission
- ies ===== **name :** Variable name only used by the mission designer. **item_sheet :** Sheet code of the item referred to. **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_i
- teleport @en:primitive:mission
- eport option on a NPC that will be accessible via the contextual menu. It will be deleted when the mission ends. ===== Properties ===== **name:** Action name, only used by the mission designer. **npc_name:** Tag of the NPC that talks. **once (Boolean):** Deletes the telepor
- kill @en:primitive:mission
- ive:mission:start|mission creation]]. Objective: The player has to kill specific creatures, faction me... one type for a given kill objective. If you want the player to kill different types of target, use sev... ies ===== **name**: Objective name, only used by the mission designer. **faction/quantity**: Faction ... ive:mission:item_guidelines|item_guidelines]] for the formatting requirements. **fauna/quantity**: Cre
- step @en:primitive:mission
- on about mission script structure can be found in the [[en:primitive:mission:script_guidelines|script g... ent. ===== Properties ===== **name :** Name of the step, can be used as Jump_to destination and shou
- jump_to @en:primitive:mission
- step. ===== Properties ===== **name** : Name of the action, only used by the mission designer. **target** : Enter the name of the step you want to jump to. {{tag>primitives ryzom_core }}