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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