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- item_crafting_tool.typ

- The workflow type of work

- _add_valid_target_type.dfn

- _ai_static_type.dfn

- _ai_type_def.dfn

- _action_nature.typ

- _ai_creature_type.typ

- _ai_group_attack.typ

- _ai_group_move.typ

- _ai_init_var.typ

- _ai_motivation.typ

- _ai_motivation_value.typ

- _ai_operator.typ

- _ai_type.typ

- _brick_energy_type.typ

- _brick_families.typ

- _brick_power.typ

- _brick_type.typ

- _career.typ

- _characteristic.typ

- _classification_types.typ

- _damage_value.typ

- _job.typ

- _learning_playable_races.typ

- _position_in_family.typ

- _role_master.typ

- _scores.typ

- _skills.typ

- _specialized_skills.typ

- _suffix_type.typ

- boolean.typ

- character_characteristics.typ

- color.typ

- edit.typ

- filename.typ

- float.typ

- game_creature.typ

- int.typ

- item_animset.typ

- item_color.typ

- item_crafting_tool.typ

- item_damage_type.typ

- item_family.typ

- item_map.typ

- item_origine.typ

- item_slot_type.typ

- item_type.typ

- string.typ

- Type of MP according to artisanal use

- _typ.dfn

- typ.dfn

- _type.typ

- alpha.typ

- angle.typ

- boolean.typ

- distance.typ

- doppler.typ

- filename.typ

- float.typ

- gain.typ

- iboolean.typ

- int.typ

- parameter_id.typ

- pattern_mode.typ

- priority.typ

- rolloff.typ

- rcdstypstring

- transposition.typ

Résultats plein texte:
- Client interface's configuration

- Note:** Local localisation's identifier of string type (reference to an //id// from [[gitlab>khaganat/k... ation/work/wk.uxt|wk.uxt]] for exemple). The grid type of the localisation identifier is //integrate//.... resize it| ===== VIEWS ===== A //VIEW// have a type which is define by the ''type=""'' parameter. All the //VIEWS// share this parameters : ^ Element
- Datasheets

- a_leveldesign/leveldesign</code> \\ The .dfn and .typ files are in the DFN subdirectory. ===== Forms F... > </code> The first thing to indicate is the file type: <code xml> <?xml version="1.0"?> </code> Then, ... definition(and therefore all the definitions and types it contains) before running this data form. \\ ... king at how to define Definitions(.dfn files) and Types(.typ files). ===== The two basic types: .typ a
- XML syntax of the patch server!

- <_Category> <_Name type="STRING" value="khanat_lirria"/> <_IsOptional type="SINT32" value="0"/> <_UnpackTo type="STRING" value="./unpack/"/> <_IsIncremental type="SINT32" value="1"/> <_F
- _fauna_races.dfn @en:ds

- // \\ Example: //False// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] ===== balduse ===== // Boolean | Default = false // \\ Example: //False// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] ===== bul ===== // Boolean | Default = false // \\ Example: //False// \\ Based
- _brick_basics.dfn @en:ds

- lyId ===== // Selection list(based on [[en:ds:rcdstyp_brick_families|_brick_families.typ]]) // ===== IndexInFamily ===== // Selection list(based on [[en:ds:rcdstyp_position_in_family|_position_in_family.typ]]) // ===== EnergyType ===== // Selection list(based on
- background_sound_item @en:ds:sound

- : //my_file.sound// \\ Based on [[en:ds:sound:rcdstypfilename|filename.typ]] ===== Filter00 ===== // Boolean | Default = false // \\ Example: // False // \\ Based on [[en:ds:sound:rcdstypboolean|boolean.typ]] ===== Filter01 ===== // Boolean | Default = false// \\ Example: //False// \\ B
- Hardcoded information

- _nature.h: nature of possible actions; * animal_type.h: Types of animals; * animal_orders.cpp & animal_orders.h: Orders for animals; * armor_type.cpp & armor_type.h: armor types * bg_downloader.cpp & bg_downloader.h:? Download wallpapers? * bo
- _classification_types.typ @en:ds

- ====== _classification_types.typ ====== Located in: ''/DFN/game_elem'' This is the list of different creature types: ^ * **Unknown** : Valeur="Unknown" * **TypeAll** : Valeur="TypeAll" * **TypeHumanoid** : Vale
- _item_basics.dfn @en:ds

- to see what should be specified depending on the type of object being created. ===== name ===== //Str... igin ===== // Selection list(based on [[en:ds:rcdstypitem_origine|item_origine.typ]]) // \\ Example: //fyros// The nationality of the object, i.e the count... mily ===== // Selection list(based on [[en:ds:rcdstypitem_family|item_family.typ]]) // \\ Example: //me
- sound.dfn @en:ds:sound

- the client without having it defined by the file type: XXX.sound. ===== Definition of the type of sound ===== The first line in a DFN is defined as follows: '' <ELEMENT Name = "SoundType" Type = "DfnPointer" /> '' This means that we must indicate(in our datasheet) what type of sound tha
- The System localization/translation of the Ryzom Core

- }} As you can see in the diagram, there are four types of files that operate the location-system. Each... terDesc | parameterDesc parameterDesc : parameterType parameterName parameterName : identifier parameterType : ‘item’ | ‘place’ | ‘creature’ | ‘skill’ | ‘rol... ‘score’ | ‘sphrase’ | ‘characteristic’ | ‘damage_type’ | ‘literal’ clauseList : clauseList clause | c
- Nel files

- ] 2016/12/18 02:08// </WRAP> ===== Basic Classes/Types ===== To start some base classes that will be... earMipMapLinear TMagFilter Nearest, Linear TType (Point Light) PointLight, // The light is a po... : - CSnappedVector CPSAttrib<T> CPSInputType CPSAttribMaker CPSAttribMakerT CP... n ===== And finally the documentation of all the types. In the list above you see which classes are do
- _brick_client.dfn @en:ds

- // \\ Example: //False// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] ===== Icon ===== // File name whose extension must be .tga // \\ Example: //my_file.tga// \\ Based on [[en:ds:rcdstypfilename|filename.typ]] ===== IconBack ===== // File name whose extension must be .tga // \\ Example
- _ai_combatif.dfn @en:ds

- .0 // \\ Example: //1.0// \\ Based on [[en:ds:rcdstypfloat|float.typ]] ===== grudge_initial ===== // Number with comma | Default = 0.0 // \\ Example: //1.0// \\ Based on [[en:ds:rcdstypfloat|float.typ]] ===== threshold_warlike ===== // Number with comma | Default = 20.0 // \\ Example:
- _brick_valid_targets.dfn @en:ds

- // \\ Example: //False// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] ===== Creature ===== // Boolean | Default = false // \\ Example: //False// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] / ===== Deposit ===== // Boolean | Default = false // \\ Example: //False// \\





