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Pages trouvées :
- _add_valid_target_type.dfn
- _ai_static_type.dfn
- _ai_type_def.dfn
- _cancel_effet_type.dfn
- _creature_shopkeeper_type.dfn
- _skill_type_and_associated_carac.dfn
- _specialized_skill_type_and_associated_carac.dfn
- _type.dfn
- animset_type.dfn
- skill_stage_type_table.dfn
- _ai_creature_type.typ
- _ai_object_type.typ
- _ai_type.typ
- _brick_energy_type.typ
- _brick_type.typ
- _classification_types.typ
- _creature_basics_type.typ
- _creature_type.typ
- _duration_in_action_type.typ
- _effect_type.typ
- _entity_types.typ
- _pacte_type.typ
- _suffix_type.typ
- _target_types.typ
- _type.typ
- aiaction_aiming_type.typ
- aiaction_area_type.typ
- aiaction_combat_damage_type.typ
- aiaction_effect_type.typ
- aiaction_linkottype.typ
- aiaction_type.typ
- attack_type.typ
- damage_shield_type.typ
- ecosystem.typ
- edit.typ
- effect_type.typ
- item_ammo_type.typ
- item_attack_type.typ
- item_cosmetics_types.typ
- item_crafting_tool.typ
- item_damage_type.typ
- item_effect_type.typ
- item_guild_option_type.typ
- item_memorization_slot_types.typ
- item_mp_faber_type.typ
- item_mp_protection_type.typ
- item_slot_type.typ
- item_taming_tool_type.typ
- item_teleport_type.typ
- item_type.typ
- outpost_building_type.typ
- range_weapon_type.typ
- spell_type.typ
- teleport_type.typ
- type_property.typ
- Type de MP selon l'usage artisanal
- _type.typ
Résultats plein texte:
- animation_set.dfn
- r </WRAP> <ELEMENT Name="defaultHeadControl" Type="Type" Filename="boolean.typ" Default="true"/> <!-- Basics --> <ELEMENT Name="idle" Type="Dfn" Filename="animation_state.dfn"/> <ELEMENT Name="idle_to_walk" Type="Dfn" Filename="animation_state.dfn"/> <ELEMENT
- automaton_spell_states.dfn
- GOOD --> <ELEMENT Name="cast_good_begin" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="cast_good_loop" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="cast_good_fail" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="cast_good_fumble" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT
- automaton_state.dfn
- <ELEMENT Name="move" Type="Type" Filename="boolean.typ" Default="false"/> <ELEMENT Name="rotation" Type="Type" Filename="boolean.typ" Default="false"/> <ELEMENT Name="attack" Type="
- animset_type.dfn
- ====== animset_type.dfn ====== Situé dans : ''DFN/game_elem/_anim'' Il s'agit de... <WRAP center roun... e documenter </WRAP> <ELEMENT Name="__" Type="Type" Filename="boolean.typ" Default="true"/> <ELEMENT Name="__s" Type="Type" Filename="boolean.typ" Default="true"/>
- _creature_3d_shadow.dfn
- menter </WRAP> <ELEMENT Name="Shadow Bone 0" Type="Type" Filename="string.typ"/> <ELEMENT Name="Shadow Size 0" Type="Type" Filename="float.typ"/> <ELEMENT Name="Shadow Bone 1" Type="Type" Filename="string.typ"/>
- _creature_resists.dfn
- de le documenter </WRAP> <ELEMENT Name="Fear" Type="Type" Filename="int.typ" Default="10*"Basics.PlayerSkillLevel""/> <ELEMENT Name="Sleep" Type="Type" Filename="int.typ" Default="10*"Basics.PlayerSkillLevel""/> <ELEMENT Name="Stun" Typ
- animset_mode.dfn
- ractéristiques (basées sur [[fr:ds:rcdsdfnanimset_type|animset_type.dfn]])// ===== combat ===== // Sous ensemble de caractéristiques (basées sur [[fr:ds:rcdsdfnanimset_type|animset_type.dfn]])// ===== death ===== // Sous ensemble de caractéristiques (basées sur [[fr:ds:rcd
- aiaction.dfn
- par script, merci de le documenter </WRAP> ===== type ===== // Liste de choix (basée sur [[fr:ds:rcdstypaiaction_type|aiaction_type.typ]]) // ===== SpeedFactor ===== //Nombre à virgule // \\ Exemple : //1.0// \\ Basé s... :ds:rcdstypfloat|float.typ]] ===== CombatDamageType ===== // Liste de choix (basée sur [[fr:ds:rcdsty
- _outpost_building_driller.dfn
- rcdstypfloat|float.typ]] <ELEMENT Name="mp0" Type="Dfn" Filename="_outpost_building_driller_mp.dfn" /> <ELEMENT Name="mp1" Type="Dfn" Filename="_outpost_building_driller_mp.dfn" /> <ELEMENT Name="mp2" Type="Dfn" Filename="_outpost_building_driller_mp.dfn" /> <ELEMENT Name="mp3" Type="Dfn" Filename="_outpost_building_driller_mp.dfn"
- automaton_other_states.dfn
- > <!-- Use --> <ELEMENT Name="use_init" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="use_begin" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="use_loop" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="use_end" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT
- body_to_bone.dfn
- de le documenter </WRAP> <ELEMENT Name="Head" Type="Type" Filename="string.typ" Default="Bip01 Head"/> <ELEMENT Name="Chest" Type="Type" Filename="string.typ" Default="Bip01 Spine2"/> <ELEMENT Name="LeftArm" Type="Type" Filename="s
- _creature_combat.dfn
- at|float.typ]] <ELEMENT Name="AggroRadiusD1" Type="Type" Filename="float.typ" Default="-1.0"/> <ELEMENT Name="AggroRadiusD2" Type="Type" Filename="float.typ" Default="-1.0"/> <ELEMENT Name="AggroReturnDistCheck" Type="Type" Filenam
- animation.dfn
- ename.typ]] <ELEMENT Name="head controlable" Type="Type" Filename="boolean.typ" Default=""defaultHeadControl""/> ===== virtual rotation ===== /... mation_fx_set.dfn]])// <ELEMENT Name="next1" Type="Type" Filename="sint8.typ" Default="-1"/> ===== next1 weight ===== // Liste de choix (basée sur [[fr:d
- automaton_atk_states.dfn
- RAP> <ELEMENT Name="1st_person atk" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="attack1" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="attack2" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="walk atk" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT
- automaton_motion_states.dfn
- </WRAP> <ELEMENT Name="idle_to_walk" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="walk" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="walk_to_run" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT Name="run_to_walk" Type="Dfn" Filename="automaton_state.dfn"/> <ELEMENT