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- depositzone
- ion creation]]. ===== Constraints ===== The "ecotypezone" primitives set where ar located the terrains... e north-west of the Matis territory there's an ecotype of the Desert type, and not a Forest one. * A deposit is included in only one ecotypezone. * A deposit cannot be outside of an ecotyp
- kill
- n members, NPCs, group members … Specify only one type for a given kill objective. If you want the player to kill different types of target, use several kill objectives. ===== P... '$p$'' If killing creatures \\ For creature type number X ^ Variable name ^ Formal expression ^ Example ^ | Fauna type (creature_sheet) | $c<X>$ | $c1$ | | Fauna
- Nomenclature guidelines reference document
- enclature. Tags are built in three parts: phrase type, action/objective type and contextual info. ==== Formal expression ==== < Phrase type (1 letter) > + “_” + < Action/objective type (2-3 letters) > + “_” + < Contextual info > **Examples:**
- step_if
- (no blank, no special character …) **condition_type :** Type of condition to be tested. **test_parameters :** Parameters used in the test (skill name and... value, brick name, mission name …) **Conditions Type :** * test_missions_done * test_skills_level
- user_model
- is used to assign the model to a npc. To do this, type "USER_MODEL: " followed by the model id in the eq... rimeroots.. -> won't have any visual impact * **type :** unknown * **fame :** kami, karavan, fyros, ... ax value and a protect factor for each protection type. Syntax is "Protections.attr max value" and "Prot
- bot_chat
- **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:pr
- Complex item declaration
- ples: \\ You want the player to craft 3 different types of items <WRAP column 20%> item/quantity/quality... </WRAP> You want the player to kill 2 different types of fauna creatures <WRAP column 20%> Fauna/quant
- teleport_destination
- on. 2 destination CANNOT SHARE THE SAME NAME. **type :** * **Uninstanciated** : this is a standar... player to get out of a building ( needed for all types except Uninstanciated, does not work with Uninst
- buy
- number X <WRAP column 30%> Variable name \\ Item_type (item) \\ Item_quantity (int) \\ Item_quality (in
- cast
- number X <WRAP column 30%> Variable name \\ Spell_type (brick) </WRAP> <WRAP column 30%> Formal expre
- craft
- number X <WRAP column 30%> Variable name \\ Item_type (item) \\ Item_quantity (int) \\ Item_quality (in
- custom_loot_table
- is used to assign the model to a npc. To do this, type "CUSTOM_LOOT_TABLE: " followed by the table id in
- destroy_item
- ed in the destruction message in sys info **item_type (item)**: must be specified **item_quantity (int
- forage
- iable name ^ Formal expression ^ Example ^ | Item_type (item) | $i<X>$ | $i1$ | | Item_quantity (int) |
- give_item
- iable name ^ Formal expression ^ Example ^ | Item_type (item) | $i<X>$ | $i1$ | | Item_quantity (int) |