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Pages trouvées :
- _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:
- _classification_types.typ

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

- alse// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] ===== balduse ===== // Boolean | Default = f... alse// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] ===== bul ===== // Boolean | Default = false... alse// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] == === capryni ===== // Boolean | Default = ... alse// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] ===== chonari ===== // Boolean | Default = f
- _brick_basics.dfn

- on [[en:ds:rcdstyp_brick_families|_brick_families.typ]]) // ===== IndexInFamily ===== // Selection l... ds:rcdstyp_position_in_family|_position_in_family.typ]]) // ===== EnergyType ===== // Selection list(based on [[en:ds:rcdstyp_brick_energy_type|_brick_energy_type.typ]]) // <ELEMENT Name = "Cost" Type = "Type" Filename = "formulae.typ" Defaul
- background_sound_item @en:ds:sound

- \ Based on [[en:ds:sound:rcdstypfilename|filename.typ]] ===== Filter00 ===== // Boolean | Default = ... \\ Based on [[en:ds:sound:rcdstypboolean|boolean.typ]] ===== Filter01 ===== // Boolean | Default = ... \\ Based on [[en:ds:sound:rcdstypboolean|boolean.typ]] ===== Filter02 ===== // Boolean | Default = ... \\ Based on [[en:ds:sound:rcdstypboolean|boolean.typ]] ===== Filter03 ===== // Boolean | Default =
- _item_basics.dfn

- to see what should be specified depending on the type of object being created. ===== name ===== //Str... based on [[en:ds:rcdstypitem_origine|item_origine.typ]]) // \\ Example: //fyros// The nationality of t... t(based on [[en:ds:rcdstypitem_family|item_family.typ]]) // \\ Example: //melee weapon// The kind of o... == // Selection list(based on [[en:ds:rcdstypitem_type|item_type.typ]]) // \\ Example: //Magician Staff
- _brick_client.dfn

- alse// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] ===== Icon ===== // File name whose extensio... ga// \\ Based on [[en:ds:rcdstypfilename|filename.typ]] ===== IconBack ===== // File name whose exte... ga// \\ Based on [[en:ds:rcdstypfilename|filename.typ]] ===== IconOver ===== // File name whose exte... ga// \\ Based on [[en:ds:rcdstypfilename|filename.typ]] ===== IconOver2 ===== // File name whose ext
- 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 that's being defined, by using another
- _ai_combatif.dfn

- e: //1.0// \\ Based on [[en:ds:rcdstypfloat|float.typ]] ===== grudge_initial ===== // Number with co... e: //1.0// \\ Based on [[en:ds:rcdstypfloat|float.typ]] ===== threshold_warlike ===== // Number with... e: //1.0// \\ Based on [[en:ds:rcdstypfloat|float.typ]] ===== threshold_attack ===== // Number with ... e: //1.0// \\ Based on [[en:ds:rcdstypfloat|float.typ]] ===== weight_survival ===== // Number with c
- typ.dfn @en:ds:sound

- ====== typ.dfn ====== Located in: ''sound/DFN/basics'' <WRAP center round tip 60%> Document generated... ally by script, please document it </WRAP> ===== Type ===== // Selection list(based on [[en:ds:sound:rcdstyp_type | _type.typ]]) // ===== Enum ===== // Boolean // \\ Example: //False// \\ Based on [[en:ds:sound:r
- stream_file_sound.dfn @en:ds:sound

- cument it </WRAP> <ELEMENT Name="MinDistance" Type="Type" Filename="distance.typ" Default="1.0"/> <ELEMENT Name="MaxDistance" Type="Type" Filename="distance.typ" Default="15.0"/>
- _absorb_score.dfn

- tion list(based on [[en:ds:rcdstyp_scores|_scores.typ]]) // ===== Absorb Ratio ===== // Number with ... e: //1.0// \\ Based on [[en:ds:rcdstypfloat|float.typ]] ===== Absorb Resisted Ratio ===== // Number w... e: //1.0// \\ Based on [[en:ds:rcdstypfloat|float.typ]] ===== Absorb Additional Amount ===== // Inte... xample: //1// \\ Based on [[en:ds:rcdstypint|int.typ]] ===== Absorb Additional Resisted Amount =====
- _brick_valid_targets.dfn

- alse// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] ===== Creature ===== // Boolean | Default = ... alse// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] / ===== Deposit ===== // Boolean | Default = ... alse// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] ===== Flora ===== // Boolean | Default = fal... alse// \\ Based on [[en:ds:rcdstypboolean|boolean.typ]] ===== Homin ===== // Boolean | Default = fal
- _item_3d.dfn

- n list (based on [[en:ds:rcdstypitem_map|item_map.typ]]) // \\ Example: // Low Quality // Objects shari... ications RGB (based on [[en:ds:rcdstypcolor|color.typ]]) | Default = "255,255,255" // \\ Example: //32,... dications RGB(based on [[en:ds:rcdstypcolor|color.typ]]) | Default = "255,255,255" // \\ Example: //32,... # IconOver2Color]]), if the object is of an equip type(like an hand or as garment), simply fill in the
- simple_sound.dfn @en:ds:sound

- Based on [[en:ds:sound:rcdstypfilename | filename.typ]] <ELEMENT Name="MinDistance" Type="Type" Filename="distance.typ" Default="1.0" /> <ELEMENT Name="MaxDistance" Type="Type" Filename="distan
- _ai_creature_spawn.dfn

- e: //1.0// \\ Based on [[en:ds:rcdstypfloat|float.typ]] ===== SpawnTime ===== // Number with comma |... e: //1.0// \\ Based on [[en:ds:rcdstypfloat|float.typ]] ===== Type ===== //File name// \\ Example: //my_file.ext/ \\ Based on [[en:ds:rcdstypfilename|filename.typ]] ===== Class ===== // Selection list(based on





