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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

- _ai_creature_type.typ

- _ai_type.typ

- _brick_energy_type.typ

- _brick_type.typ

- _classification_types.typ

- _suffix_type.typ

- edit.typ

- item_crafting_tool.typ

- item_damage_type.typ

- item_slot_type.typ

- item_type.typ

- Type of MP according to artisanal use

- _type.typ

Résultats plein texte:
- Client interface's configuration

- Note:** Local localisation's identifier of string type (reference to an //id// from [[gitlab>khaganat/kh... 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 ^
- 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"/> <_Fi
- Datasheets

- > </code> The first thing to indicate is the file type: <code xml> <?xml version="1.0"?> </code> Then, i... p and .dfn ===== There are two basic types: .typ (type) and .dfn (definition). \\ Definitions express th... whole** <code xml int.typ> <?xml version="1.0"?> <TYPE Type="SignedInt" UI="EditSpin" Default="0" Min="-9223372036854775808" Max="9223372036854775807"> </TYPE
- Nel files

- 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] equal 1 - Float - Type[i] equal 2 - 2 bytes number - Type[i] e
- The System localization/translation of the Ryzom Core

- ‘score’ | ‘sphrase’ | ‘characteristic’ | ‘damage_type’ | ‘literal’ clauseList : clauseList clause | cl... * characteristic, //(characteristic)// * damage_type, //(damage type)// * bot_name, //(robot name)// * literal. //(literaly)// Each parameter receives ... from its declaration. We call it paramName. Each type of parameter **MAY** be associated with a 'word'
- 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? * body... sions; * bot_chat_types.cpp & bot_chat_types.h: type of display of cats according to bots; * brick_f
- 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 | respawnAfterDe... alid (validated by PC and usable) | <player id(id:type:crea:dyn)><Respawn idx> | | resurrected | Another... esurrect PC by giving some energy | <player id(id:type:crea:dyn)><Hp gived><Sta gived><Sap gived><Focus
- _item_basics.dfn @en:ds

- to see what should be specified depending on the type of object being created. ===== name ===== //Stri... == // Selection list(based on [[en:ds:rcdstypitem_type|item_type.typ]]) // \\ Example: //Magician Staff// The specific type of object in question. This is apparently an esse
- Installing a patch server

- - xdelta The installation is quite easy, just type the following: <code bash> ~/$ sudo aptitude inst... xml> <xml> <_Categories> <_Category> <_Name type="STRING" value="khanat_lirria"/> <_IsOptional type="SINT32" value="0"/> <_UnpackTo type="STRING" value="./user/"/> <_IsIncremental type="SINT32" val
- _brick_basics.dfn @en:ds

- ection list(based on [[en:ds:rcdstyp_brick_energy_type|_brick_energy_type.typ]]) // <ELEMENT Name = "Cost" Type = "Type" Filename = "formulae.typ" Default = "0.1 *" HP Default " ===== Difficulty ===== //Whole numb
- _brick_client.dfn @en:ds

- filename.typ]] <ELEMENT Name="IconBackColor" Type="Type" Filename="color.typ" Default="255,255,255"/> <ELEMENT Name="IconColor" Type="Type" Filename="color.typ" Default="255,255,255"/> <ELEMENT Name="IconOverColor" Type="Type" Filenam
- Added fishing activity

- temType" Value="Generic"/> <ATOM Name="sack_type" Value="1"/> <STRUCT Name="EquipmentInfo"> ... <STRUCT Name="crafting tool"> <ATOM Name="type" Value="Sharpener"/> </STRUCT> <STRUCT Na... ot;*3.536918"/> </STRUCT> <ATOM Name="type" Value="predator"/> </STRUCT> <STRUCT Nam... ry" Value="light"/> <ARRAY Name="protection type"> <ATOM Name="slashing" Value="Slashing"/
- Django models of the databases @en:nel_mysql

- gerField() author = models.IntegerField() type = models.CharField(max_length=11) text = mode... er_character = models.IntegerField() relation_type = models.CharField(max_length=12) comments = ... ls.CharField(unique=True, max_length=20) user_type = models.CharField(max_length=12) current_ses... evel = models.CharField(max_length=9) account_type = models.CharField(max_length=9) content_acce
- Presentation of the original interface of Ryzom Core

- correct Bar Management on client --> type="I7" /> <leaf name="BULK_MAX" type="I32" /> </code> Pour avoir le paramètre de BULK_... e aucun élément //GROUP//. On y trouve le ''View type="pointer"'' ligne 2101 qui définit l'image de sou... -- * POINTER * --> <!-- *********** --> <view type="pointer" id="cursor" x="1"
- _ai_type_def.dfn @en:ds

- ====== _ai_type_def.dfn ====== Located in: ''DFN/game_elem/_ai'' <WRAP center round tip 60%> Document ... ally by script, please document it </WRAP> ===== Type ===== // Selection list(based on [[en:ds:rcdstyp_ai_type|_ai_type.typ]]) | Default = sint32 // <ELEMENT Name="Value" Type="Type" Filename="string.typ" Defa





