Recherche
Voici les résultats de votre recherche.
Résultats plein texte:
- kill @en:primitive:mission
- 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 @en:primitive:mission
- 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 @en:primitive:mission
- (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 @en:primitive:mission
- 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 @en:primitive:mission
- **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
- depositzone @en:primitive:mission
- Matis territory there's an ecotype of the Desert type, and not a Forest one. * A deposit is included ... e of the mentionned item parts. * **mps**: mats type to be chosen in a list. * **source_fx**: allows
- Complex item declaration @en:primitive:mission
- 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 @en:primitive:mission
- 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 @en:primitive:mission
- number X <WRAP column 30%> Variable name \\ Item_type (item) \\ Item_quantity (int) \\ Item_quality (in
- cast @en:primitive:mission
- number X <WRAP column 30%> Variable name \\ Spell_type (brick) </WRAP> <WRAP column 30%> Formal expre
- craft @en:primitive:mission
- number X <WRAP column 30%> Variable name \\ Item_type (item) \\ Item_quantity (int) \\ Item_quality (in
- custom_loot_table @en:primitive:mission
- is used to assign the model to a npc. To do this, type "CUSTOM_LOOT_TABLE: " followed by the table id in
- destroy_item @en:primitive:mission
- ed in the destruction message in sys info **item_type (item)**: must be specified **item_quantity (int
- forage @en:primitive:mission
- iable name ^ Formal expression ^ Example ^ | Item_type (item) | $i<X>$ | $i1$ | | Item_quantity (int) |
- give_item @en:primitive:mission
- iable name ^ Formal expression ^ Example ^ | Item_type (item) | $i<X>$ | $i1$ | | Item_quantity (int) |