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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
- 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
- _fauna_races.dfn @en:ds
- 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 @en:ds
- 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 @en:ds
- 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
- 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... ‘score’ | ‘sphrase’ | ‘characteristic’ | ‘damage_type’ | ‘literal’ clauseList : clauseList clause | c... point of view from the translator ===== ==== File types of "* .uxt" in the client ==== These files cont... parameters. These parameters can be of different types: * item, //(object)// * place, //(emplaceme
- Nel files
- ] 2016/12/18 02:08// </WRAP> ===== Basic Classes/Types ===== To start some base classes that will be... n ===== And finally the documentation of all the types. In the list above you see which classes are do... pty 0 to NumValue (16), i - 1 byte number, Type[i] - 4 bytes number, Number Vertices ... NumValue (16), i - Flags bit i set - Type[i] equal 0 - Double - Type[i]
- _brick_client.dfn @en:ds
- 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
- Ryzom Core Game Client Commands
- e | set the defense mode to dodge | <player id(id:type:crea:dyn)> | | parry | set the defense mode to parry | <player id(id:type:crea:dyn)> | | respawnAfterDeath | respawnAfterD... alid (validated by PC and usable) | <player id(id:type:crea:dyn)><Respawn idx> | | resurrected | Anothe... esurrect PC by giving some energy | <player id(id:type:crea:dyn)><Hp gived><Sta gived><Sap gived><Focus
- 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
- Installing a patch server
- - xdelta The installation is quite easy, just type the following: <code bash> ~/$ sudo aptitude ins... xml> <xml> <_Categories> <_Category> <_Name type="STRING" value="khanat_lirria"/> <_IsOptional type="SINT32" value="0"/> <_UnpackTo type="STRING" value="./user/"/> <_IsIncremental type="SINT32" v