--HG--
branch : develop
feature/streamed-package
Nuno Gonçalves 5 years ago
commit 230639bf0e

@ -9,9 +9,20 @@ bfe5628e14a024ba7ea32e4b326ae433a07856b9 ryzomcore/v0.11.3
9a6120735daa97c96ac5d85ca35c7f21f607bd87 ryzomcore/v0.12.0 9a6120735daa97c96ac5d85ca35c7f21f607bd87 ryzomcore/v0.12.0
3e17907af67e8d66d80e6b714707bbf912607f2a ryzom-patch-3.0.0 3e17907af67e8d66d80e6b714707bbf912607f2a ryzom-patch-3.0.0
153e0b605c9e0c83ba05b6428c62838b49cc84b2 ryzom-patch-3.0.1 153e0b605c9e0c83ba05b6428c62838b49cc84b2 ryzom-patch-3.0.1
9d41f2994d44b9aad92b83f945f114e4b6bed44a ryzom-patch-3.0.2
4300cc14aad098b1f86ea4c55577b7fa4a4cb5d2 ryzom-patch-3.1.0 4300cc14aad098b1f86ea4c55577b7fa4a4cb5d2 ryzom-patch-3.1.0
d4060f217f4f834cc62a33f2f1ccdf3c28298066 ryzom-patch-3.1.0-hotfix
043aaeb3d8a2a54177581b57bda87a9deaad510e ryzom-patch-3.1.0-april_patch 043aaeb3d8a2a54177581b57bda87a9deaad510e ryzom-patch-3.1.0-april_patch
4036ecf59e83960f03acebc2089eb2ff5eeaed0a ryzom-patch-3.2.0
18403bb9485da3d9742c6f007a16d5619ebfb196 ryzom-patch-3.2.1
822ff8f8917ad66e09e2c21c983282f6f693b9f6 ryzom-patch-3.3.0
00dde390a394fce9da06c2f3264140282158d39f ryzom-patch-3.3.0 00dde390a394fce9da06c2f3264140282158d39f ryzom-patch-3.3.0
0000000000000000000000000000000000000000 3.3.0
dcd4c4d161ef775136e18c7e8f5072b75dede27e ryzom-patch-3.3.1 dcd4c4d161ef775136e18c7e8f5072b75dede27e ryzom-patch-3.3.1
fc4be8ebec5ca754ef4453bc6a9faef90837c674 ryzom-patch-3.4.0
70eba02e8eab6920586dbabf74e9e8180c729980 ryzom-patch-3.4.0 Steam Fix
3941482843f9cd130cfc16634efc08d34a98ed35 ryzom-patch-3.4.0 Atysmas
ecae9feb4cceb78103e5d7236caccaf450796cdb ryzom-patch-3.5.0
95783afa226f241062134eb62f4323295d29ac84 ryzom-patch-3.5.0.9637
8eb94c3549be898fdc4a7c6d791d2477bdc11a18 ryzomcore/v1.0.1 8eb94c3549be898fdc4a7c6d791d2477bdc11a18 ryzomcore/v1.0.1
3e92c7104c20d6bc6c2147b4b5fc289e8621d322 ryzomcore/v1.0.0 3e92c7104c20d6bc6c2147b4b5fc289e8621d322 ryzomcore/v1.0.0

@ -59,6 +59,10 @@ SET(NL_VERSION_PATCH 1)
SET(YEAR "2004-${CURRENT_YEAR}") SET(YEAR "2004-${CURRENT_YEAR}")
SET(AUTHOR "Winch Gate and The Ryzom Core Community") SET(AUTHOR "Winch Gate and The Ryzom Core Community")
SET(RYZOM_VERSION_MAJOR 3)
SET(RYZOM_VERSION_MINOR 5)
SET(RYZOM_VERSION_PATCH 0)
#----------------------------------------------------------------------------- #-----------------------------------------------------------------------------
# Redirect output files # Redirect output files
SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin) SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)

@ -106,7 +106,7 @@ public:
class ITexture : public CBitmap, public NLMISC::CRefCount, public NLMISC::IStreamable class ITexture : public CBitmap, public NLMISC::CRefCount, public NLMISC::IStreamable
{ {
public: public:
NL_USES_DEFAULT_ARENA_OBJECT_ALLOCATOR // for fast alloc // NL_USES_DEFAULT_ARENA_OBJECT_ALLOCATOR // for fast alloc
// Those enums MUST be the same than in UTexture!! // Those enums MUST be the same than in UTexture!!
enum TWrapMode enum TWrapMode
{ {

@ -167,11 +167,8 @@ namespace NLGUI
return Current.FontSize-2; return Current.FontSize-2;
} }
sint styleStackIndex = 0;
inline void pushStyle() inline void pushStyle()
{ {
styleStackIndex++;
_StyleStack.push_back(Current); _StyleStack.push_back(Current);
Current.DisplayBlock = false; Current.DisplayBlock = false;
@ -186,7 +183,6 @@ namespace NLGUI
inline void popStyle() inline void popStyle()
{ {
styleStackIndex--;
if (_StyleStack.empty()) if (_StyleStack.empty())
{ {
Current = Root; Current = Root;

@ -124,9 +124,11 @@ namespace NLGUI
// Event part // Event part
void setActionOnLeftClick (const std::string &actionHandlerName) { _AHOnLeftClickString = actionHandlerName; _AHOnLeftClick = CAHManager::getInstance()->getAH(actionHandlerName, _AHLeftClickParams); } void setActionOnLeftClick (const std::string &actionHandlerName) { _AHOnLeftClickString = actionHandlerName; _AHOnLeftClick = CAHManager::getInstance()->getAH(actionHandlerName, _AHLeftClickParams); }
void setActionOnLeftClickParams(const std::string &params) { _AHOnLeftClickStringParams = params; } void setActionOnLeftClickParams(const std::string &params) { _AHOnLeftClickStringParams = params; }
void setActionOnOver (const std::string &actionHandlerName) { _AHOnOver = CAHManager::getInstance()->getAH(actionHandlerName, _AHOverParams); }
void setActionOnRightClick (const std::string &actionHandlerName) { _AHOnRightClick = CAHManager::getInstance()->getAH(actionHandlerName, _AHRightClickParams); } void setActionOnRightClick (const std::string &actionHandlerName) { _AHOnRightClick = CAHManager::getInstance()->getAH(actionHandlerName, _AHRightClickParams); }
void setActionOnClockTick (const std::string &ahName) { _AHOnClockTick = CAHManager::getInstance()->getAH(ahName, _AHClockTickParams); } void setActionOnClockTick (const std::string &ahName) { _AHOnClockTick = CAHManager::getInstance()->getAH(ahName, _AHClockTickParams); }
void setParamsOnLeftClick (const std::string &paramsHandlerName) { _AHLeftClickParams = paramsHandlerName; } void setParamsOnLeftClick (const std::string &paramsHandlerName) { _AHLeftClickParams = paramsHandlerName; }
void setParamsOnOver (const std::string &paramsHandlerName) { _AHOverParams = paramsHandlerName; }
void setParamsOnRightClick (const std::string &paramsHandlerName) { _AHRightClickParams = paramsHandlerName; } void setParamsOnRightClick (const std::string &paramsHandlerName) { _AHRightClickParams = paramsHandlerName; }
void setParamsOnClockTick (const std::string &ahParamsName) { _AHClockTickParams = ahParamsName; } void setParamsOnClockTick (const std::string &ahParamsName) { _AHClockTickParams = ahParamsName; }
@ -143,12 +145,14 @@ namespace NLGUI
IActionHandler *getActionOnClockTick () const { return _AHOnClockTick; } IActionHandler *getActionOnClockTick () const { return _AHOnClockTick; }
std::string _getParamsOnOver() const{ return _AHOverParams.toString(); } std::string _getParamsOnOver() const{ return _AHOverParams.toString(); }
std::string _getParamsOnLeftClick () const { return _AHLeftClickParams.toString(); } std::string _getParamsOnLeftClick () const { return _AHLeftClickParams.toString(); }
std::string _getParamsOnRightClick () const { return _AHRightClickParams.toString(); }
const std::string &getParamsOnLeftClick () const { return _AHLeftClickParams; } const std::string &getParamsOnLeftClick () const { return _AHLeftClickParams; }
const std::string &getParamsOnRightClick () const { return _AHRightClickParams; } const std::string &getParamsOnRightClick () const { return _AHRightClickParams; }
const std::string &getParamsOnClockTick () const { return _AHClockTickParams; } const std::string &getParamsOnClockTick () const { return _AHClockTickParams; }
// run action on left click // run action on left click
void runLeftClickAction(); void runLeftClickAction();
void runRightClickAction();
// Context menu accessor/ One for each button // Context menu accessor/ One for each button
void setListMenuLeft (const std::string &cm) { _ListMenuLeft = cm; } void setListMenuLeft (const std::string &cm) { _ListMenuLeft = cm; }
@ -161,6 +165,7 @@ namespace NLGUI
int luaRunLeftClickAction(CLuaState &ls); int luaRunLeftClickAction(CLuaState &ls);
int luaRunRightClickAction(CLuaState &ls);
REFLECT_EXPORT_START(CCtrlBaseButton, CCtrlBase) REFLECT_EXPORT_START(CCtrlBaseButton, CCtrlBase)
REFLECT_BOOL("pushed", getPushed, setPushed); REFLECT_BOOL("pushed", getPushed, setPushed);
REFLECT_STRING("col_normal", getColorAsString, setColorAsString); REFLECT_STRING("col_normal", getColorAsString, setColorAsString);
@ -174,6 +179,11 @@ namespace NLGUI
REFLECT_STRING("onclick_l", _getActionOnLeftClick, setActionOnLeftClick); REFLECT_STRING("onclick_l", _getActionOnLeftClick, setActionOnLeftClick);
REFLECT_STRING("params_l", _getParamsOnLeftClick, setParamsOnLeftClick); REFLECT_STRING("params_l", _getParamsOnLeftClick, setParamsOnLeftClick);
REFLECT_LUA_METHOD("runLeftClickAction", luaRunLeftClickAction); REFLECT_LUA_METHOD("runLeftClickAction", luaRunLeftClickAction);
REFLECT_STRING("onclick_r", _getActionOnRightClick, setActionOnRightClick);
REFLECT_STRING("params_r", _getParamsOnRightClick, setParamsOnRightClick);
REFLECT_LUA_METHOD("runRightClickAction", luaRunRightClickAction);
REFLECT_STRING("onover", _getActionOnOver, setActionOnOver);
REFLECT_STRING("params_over", _getParamsOnOver, setParamsOnOver);
REFLECT_EXPORT_END REFLECT_EXPORT_END
protected: protected:

@ -274,10 +274,13 @@ namespace NLGUI
// Lua exports // Lua exports
int luaBlink(CLuaState &ls); int luaBlink(CLuaState &ls);
int luaSetHeaderColor(CLuaState &ls); int luaSetHeaderColor(CLuaState &ls);
int luaSetModalParentList(CLuaState &ls);
REFLECT_EXPORT_START(CGroupContainer, CGroupContainerBase) REFLECT_EXPORT_START(CGroupContainer, CGroupContainerBase)
REFLECT_LUA_METHOD("blink", luaBlink); REFLECT_LUA_METHOD("blink", luaBlink);
REFLECT_LUA_METHOD("setHeaderColor", luaSetHeaderColor); REFLECT_LUA_METHOD("setHeaderColor", luaSetHeaderColor);
REFLECT_LUA_METHOD("setModalParentList", luaSetModalParentList);
REFLECT_STRING("title", getTitle, setTitle); REFLECT_STRING("title", getTitle, setTitle);
REFLECT_STRING("title_opened", getTitleOpened, setTitleOpened); REFLECT_STRING("title_opened", getTitleOpened, setTitleOpened);
REFLECT_STRING("title_closed", getTitleClosed, setTitleClosed); REFLECT_STRING("title_closed", getTitleClosed, setTitleClosed);

@ -211,6 +211,8 @@ namespace NLGUI
// Browser home // Browser home
std::string Home; std::string Home;
// Get Home URL
virtual std::string home();
// Undo browse: Browse the precedent url browsed. no op if none // Undo browse: Browse the precedent url browsed. no op if none
void browseUndo (); void browseUndo ();
@ -225,6 +227,10 @@ namespace NLGUI
std::string getURL() const { return _URL; } std::string getURL() const { return _URL; }
void setURL(const std::string &url); void setURL(const std::string &url);
std::string getHTML() const { return _DocumentHtml; }
void setHTML(const std::string &html);
void setHome(const std::string &home);
int luaClearRefresh(CLuaState &ls); int luaClearRefresh(CLuaState &ls);
int luaClearUndoRedo(CLuaState &ls); int luaClearUndoRedo(CLuaState &ls);
@ -237,6 +243,7 @@ namespace NLGUI
int luaShowDiv(CLuaState &ls); int luaShowDiv(CLuaState &ls);
int luaParseHtml(CLuaState &ls); int luaParseHtml(CLuaState &ls);
int luaRenderHtml(CLuaState &ls); int luaRenderHtml(CLuaState &ls);
int luaSetBackground(CLuaState &ls);
REFLECT_EXPORT_START(CGroupHTML, CGroupScrollText) REFLECT_EXPORT_START(CGroupHTML, CGroupScrollText)
REFLECT_LUA_METHOD("browse", luaBrowse) REFLECT_LUA_METHOD("browse", luaBrowse)
@ -250,7 +257,10 @@ namespace NLGUI
REFLECT_LUA_METHOD("showDiv", luaShowDiv) REFLECT_LUA_METHOD("showDiv", luaShowDiv)
REFLECT_LUA_METHOD("parseHtml", luaParseHtml) REFLECT_LUA_METHOD("parseHtml", luaParseHtml)
REFLECT_LUA_METHOD("renderHtml", luaRenderHtml) REFLECT_LUA_METHOD("renderHtml", luaRenderHtml)
REFLECT_LUA_METHOD("setBackground", luaSetBackground)
REFLECT_STRING("url", getURL, setURL) REFLECT_STRING("url", getURL, setURL)
REFLECT_STRING("html", getHTML, setHTML)
REFLECT_STRING("home", home, setHome)
REFLECT_FLOAT("timeout", getTimeout, setTimeout) REFLECT_FLOAT("timeout", getTimeout, setTimeout)
REFLECT_STRING("title", getTitle, setTitle) REFLECT_STRING("title", getTitle, setTitle)
REFLECT_EXPORT_END REFLECT_EXPORT_END
@ -280,9 +290,6 @@ namespace NLGUI
// Add POST params to the libwww list // Add POST params to the libwww list
virtual void addHTTPPostParams (SFormFields &formfields, bool trustedDomain); virtual void addHTTPPostParams (SFormFields &formfields, bool trustedDomain);
// Get Home URL
virtual std::string home();
// parse dom node and all child nodes recursively // parse dom node and all child nodes recursively
void renderDOM(CHtmlElement &elm); void renderDOM(CHtmlElement &elm);
@ -355,7 +362,7 @@ namespace NLGUI
// Current URL // Current URL
std::string _DocumentUrl; std::string _DocumentUrl;
std::string _DocumentDomain; std::string _DocumentDomain;
std::string _DocumentHtml; // not updated, only set by first render std::string _DocumentHtml; // not updated only set by first render
// If true, then render _DocumentHtml on next update (replaces content) // If true, then render _DocumentHtml on next update (replaces content)
bool _RenderNextTime; bool _RenderNextTime;
// true if renderer is waiting for css files to finish downloading (link rel=stylesheet) // true if renderer is waiting for css files to finish downloading (link rel=stylesheet)

@ -137,6 +137,9 @@ namespace NLGUI
const std::string getActionHandler(uint lineIndex) const; const std::string getActionHandler(uint lineIndex) const;
const std::string getActionHandlerParam(uint lineIndex) const; const std::string getActionHandlerParam(uint lineIndex) const;
void setActionHandler(uint lineIndex, const std::string &ah = "");
void setActionHandlerParam(uint lineIndex, const std::string &params = "");
void openSubMenu (sint32 nb); void openSubMenu (sint32 nb);
void hideSubMenus (); void hideSubMenus ();
@ -330,6 +333,8 @@ namespace NLGUI
const std::string getActionHandler(uint lineIndex) const; const std::string getActionHandler(uint lineIndex) const;
const std::string getActionHandlerParam(uint lineIndex) const; const std::string getActionHandlerParam(uint lineIndex) const;
void setActionHandler(uint lineIndex, const std::string &ah = "");
void setActionHandlerParam(uint lineIndex, const std::string &params = "");
void addLine (const ucstring &name, const std::string &ah = "", const std::string &params = "", void addLine (const ucstring &name, const std::string &ah = "", const std::string &params = "",
const std::string &id = std::string(), const std::string &id = std::string(),

@ -321,6 +321,8 @@ namespace NLGUI
void deleteLUAEnvTable(bool recurse = false); void deleteLUAEnvTable(bool recurse = false);
// Set the LUA script to execute at checkCoords time (empty to reset) // Set the LUA script to execute at checkCoords time (empty to reset)
void setLuaScriptOnDraw(const std::string &script); void setLuaScriptOnDraw(const std::string &script);
// Get the LUA script executed at checkCoords time
inline CStringShared getLuaScriptOnDraw() { return _LUAOnDraw; }
// //
void executeLuaScriptOnDraw(); void executeLuaScriptOnDraw();
// Set the LUA script to execute when a list of DB change (of forms: "@DB1,@DB2" ....). The dbList is the key // Set the LUA script to execute when a list of DB change (of forms: "@DB1,@DB2" ....). The dbList is the key

@ -161,6 +161,7 @@ namespace NLGUI
static int luaMethodCall(lua_State *ls); static int luaMethodCall(lua_State *ls);
static int setOnDraw(CLuaState &ls); // params: CInterfaceGroup*, "script". return: none static int setOnDraw(CLuaState &ls); // params: CInterfaceGroup*, "script". return: none
static int getOnDraw(CLuaState &ls); // params: CInterfaceGroup*. return: "script" (nil if none)
static int addOnDbChange(CLuaState &ls); // params: CInterfaceGroup*, "dblist", "script". return: none static int addOnDbChange(CLuaState &ls); // params: CInterfaceGroup*, "dblist", "script". return: none
static int removeOnDbChange(CLuaState &ls);// params: CInterfaceGroup*. return: none static int removeOnDbChange(CLuaState &ls);// params: CInterfaceGroup*. return: none
static int setCaptureKeyboard(CLuaState &ls); static int setCaptureKeyboard(CLuaState &ls);

@ -276,6 +276,19 @@ template <class T> T trimRightWhiteSpaces (const T &str)
return str.substr (0, end); return str.substr (0, end);
} }
// remove spaces and tabs at the begin and end of the string
template <class T> T trimSeparators (const T &str)
{
typename T::size_type start = 0;
typename T::size_type size = str.size();
while (start < size && (str[start] == ' ' || str[start] == '\t'))
start++;
typename T::size_type end = size;
while (end > start && (str[end-1] == ' ' || str[end-1] == '\t'))
end--;
return str.substr (start, end-start);
}
// if both first and last char are quotes (' or "), then remove them // if both first and last char are quotes (' or "), then remove them
template <class T> T trimQuotes (const T &str) template <class T> T trimQuotes (const T &str)
{ {

@ -14,12 +14,6 @@
// You should have received a copy of the GNU Affero General Public License // You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef FACTORY_H #ifndef FACTORY_H
#define FACTORY_H #define FACTORY_H
@ -78,7 +72,10 @@ public:
*/ */
void registerClass(const KeyType &key, IFactoryRegister<BaseClass> *factoryRegister) void registerClass(const KeyType &key, IFactoryRegister<BaseClass> *factoryRegister)
{ {
nlassert(_FactoryRegisters.find(key) == _FactoryRegisters.end()); // TODO: Removed assert because of crash of fes in 2019. We need found why... (ulukyn)
//nlassert(_FactoryRegisters.find(key) == _FactoryRegisters.end());
//_FactoryRegisters.insert(std::make_pair(key, factoryRegister));
if (_FactoryRegisters.find(key) == _FactoryRegisters.end())
_FactoryRegisters.insert(std::make_pair(key, factoryRegister)); _FactoryRegisters.insert(std::make_pair(key, factoryRegister));
} }

@ -123,9 +123,12 @@ namespace NLGUI
if (prop) if (prop)
{ {
const char *propPtr = prop; const char *propPtr = prop;
if (strlen(propPtr) > 2 && propPtr[0] == 'u' && propPtr[1] == ':')
_ContextHelp = ucstring::makeFromUtf8(std::string(propPtr).substr(2));
else
_ContextHelp = ucstring(propPtr); _ContextHelp = ucstring(propPtr);
if( !editorMode && ( strlen(propPtr) > 2 ) ) if( !editorMode && ( strlen(propPtr) > 2 ) )
{ {
if ((propPtr[0] == 'u') && (propPtr[1] == 'i')) if ((propPtr[0] == 'u') && (propPtr[1] == 'i'))
@ -256,7 +259,7 @@ namespace NLGUI
{ {
if( name == "tooltip" ) if( name == "tooltip" )
{ {
_ContextHelp = value; _ContextHelp = ucstring::makeFromUtf8(value);
return; return;
} }
else else

@ -996,5 +996,27 @@ namespace NLGUI
return 0; return 0;
} }
// ***************************************************************************
void CCtrlBaseButton::runRightClickAction()
{
if(_AHOnRightClick != NULL)
{
CAHManager::getInstance()->submitEvent( "button_click:" + getId() );
CAHManager::getInstance()->runActionHandler (_AHOnRightClick, this, _AHRightClickParams);
}
}
// ***************************************************************************
int CCtrlBaseButton::luaRunRightClickAction(CLuaState &ls)
{
const char *funcName = "onRightClick";
CLuaIHM::checkArgCount(ls, funcName, 0);
runRightClickAction();
return 0;
}
} }

@ -4756,6 +4756,7 @@ namespace NLGUI
if (_Resizer[k]) _Resizer[k]->HMax = maxH; if (_Resizer[k]) _Resizer[k]->HMax = maxH;
} }
} }
// *************************************************************************** // ***************************************************************************
int CGroupContainer::luaSetHeaderColor(CLuaState &ls) int CGroupContainer::luaSetHeaderColor(CLuaState &ls)
{ {
@ -4766,6 +4767,16 @@ namespace NLGUI
return 0; return 0;
} }
// ***************************************************************************
int CGroupContainer::luaSetModalParentList(CLuaState &ls)
{
const char *funcName = "setModalParentList";
CLuaIHM::checkArgCount(ls, funcName, 1);
CLuaIHM::checkArgType(ls, funcName, 1, LUA_TSTRING);
setModalParentList(ls.toString(1));
return 0;
}
// *************************************************************************** // ***************************************************************************
CRGBA CGroupContainer::getDrawnHeaderColor () const CRGBA CGroupContainer::getDrawnHeaderColor () const
{ {

@ -1001,7 +1001,7 @@ namespace NLGUI
string fullstyle = style[1]; string fullstyle = style[1];
for (uint j=2; j < style.size(); j++) for (uint j=2; j < style.size(); j++)
fullstyle += ":"+style[j]; fullstyle += ":"+style[j];
styles[trim(style[0])] = trim(fullstyle); styles[trim(style[0])] = trimSeparators(fullstyle);
} }
} }
@ -2772,17 +2772,19 @@ namespace NLGUI
string buttonTemplate = DefaultButtonGroup; string buttonTemplate = DefaultButtonGroup;
// Action handler parameters : "name=group_html_id|form=id_of_the_form|submit_button=button_name" // Action handler parameters : "name=group_html_id|form=id_of_the_form|submit_button=button_name"
string param = "name=" + this->_Id + "|url=" + getLink(); string param = "name=" + this->_Id + "|url=" + getLink();
string name;
if (!_AnchorName.empty())
name = _AnchorName.back();
typedef pair<string, string> TTmplParam; typedef pair<string, string> TTmplParam;
vector<TTmplParam> tmplParams; vector<TTmplParam> tmplParams;
tmplParams.push_back(TTmplParam("id", "")); tmplParams.push_back(TTmplParam("id", ""));
tmplParams.push_back(TTmplParam("onclick", "browse")); tmplParams.push_back(TTmplParam("onclick", "browse"));
tmplParams.push_back(TTmplParam("onclick_param", param)); tmplParams.push_back(TTmplParam("onclick_param", param));
tmplParams.push_back(TTmplParam("active", "true")); tmplParams.push_back(TTmplParam("active", "true"));
CInterfaceGroup *buttonGroup = CWidgetManager::getInstance()->getParser()->createGroupInstance(buttonTemplate, _Paragraph->getId(), tmplParams); CInterfaceGroup *buttonGroup = CWidgetManager::getInstance()->getParser()->createGroupInstance(buttonTemplate, getId()+":"+name, tmplParams);
if (buttonGroup) if (buttonGroup)
{ {
buttonGroup->setId(getId()+":"+name);
// Add the ctrl button // Add the ctrl button
CCtrlTextButton *ctrlButton = dynamic_cast<CCtrlTextButton*>(buttonGroup->getCtrl("button")); CCtrlTextButton *ctrlButton = dynamic_cast<CCtrlTextButton*>(buttonGroup->getCtrl("button"));
if (!ctrlButton) ctrlButton = dynamic_cast<CCtrlTextButton*>(buttonGroup->getCtrl("b")); if (!ctrlButton) ctrlButton = dynamic_cast<CCtrlTextButton*>(buttonGroup->getCtrl("b"));
@ -4532,6 +4534,23 @@ namespace NLGUI
return 0; return 0;
} }
// ***************************************************************************
int CGroupHTML::luaSetBackground(CLuaState &ls)
{
const char *funcName = "setBackground";
CLuaIHM::checkArgCount(ls, funcName, 3);
CLuaIHM::checkArgType(ls, funcName, 1, LUA_TSTRING);
CLuaIHM::checkArgType(ls, funcName, 2, LUA_TBOOLEAN);
CLuaIHM::checkArgType(ls, funcName, 3, LUA_TBOOLEAN);
std::string image = ls.toString(1);
bool scale = ls.toBoolean(2);
bool repeat = ls.toBoolean(3);
setBackground(image, scale, repeat);
return 0;
}
// *************************************************************************** // ***************************************************************************
int CGroupHTML::luaInsertText(CLuaState &ls) int CGroupHTML::luaInsertText(CLuaState &ls)
{ {
@ -4638,6 +4657,16 @@ namespace NLGUI
browse(url.c_str()); browse(url.c_str());
} }
void CGroupHTML::setHTML(const std::string &html)
{
renderHtmlString(html);
}
void CGroupHTML::setHome(const std::string &home)
{
Home = home;
}
// *************************************************************************** // ***************************************************************************
void CGroupHTML::parseStylesheetFile(const std::string &fname) void CGroupHTML::parseStylesheetFile(const std::string &fname)
{ {

@ -1663,6 +1663,28 @@ namespace NLGUI
return _Lines[lineIndex].AHParams; return _Lines[lineIndex].AHParams;
} }
// ------------------------------------------------------------------------------------------------
void CGroupSubMenu::setActionHandler(uint lineIndex, const std::string &ah)
{
if (lineIndex > _Lines.size())
{
nlwarning("Bad index");
return;
}
_Lines[lineIndex].AHName = ah;
}
// ------------------------------------------------------------------------------------------------
void CGroupSubMenu::setActionHandlerParam(uint lineIndex, const std::string &params)
{
if (lineIndex > _Lines.size())
{
nlwarning("Bad index");
return;
}
_Lines[lineIndex].AHParams = params;
}
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void CGroupSubMenu::setSelectable(uint lineIndex, bool selectable) void CGroupSubMenu::setSelectable(uint lineIndex, bool selectable)
{ {
@ -2596,6 +2618,20 @@ namespace NLGUI
return _RootMenu ? _RootMenu->getActionHandlerParam(lineIndex) : ""; return _RootMenu ? _RootMenu->getActionHandlerParam(lineIndex) : "";
} }
// ------------------------------------------------------------------------------------------------
void CGroupMenu::setActionHandler(uint lineIndex, const std::string &ah)
{
if (_RootMenu)
_RootMenu->setActionHandler(lineIndex, ah);
}
// ------------------------------------------------------------------------------------------------
void CGroupMenu::setActionHandlerParam(uint lineIndex, const std::string &params)
{
if (_RootMenu)
_RootMenu->setActionHandlerParam(lineIndex, params);
}
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void CGroupMenu::setUserGroupRight(uint line, CInterfaceGroup *gr, bool ownerShip /*=true*/) void CGroupMenu::setUserGroupRight(uint line, CInterfaceGroup *gr, bool ownerShip /*=true*/)
{ {

@ -794,6 +794,35 @@ namespace NLGUI
return 0; return 0;
} }
// ***************************************************************************
int CLuaIHM::getOnDraw(CLuaState &ls)
{
//H_AUTO(Lua_CLuaIHM_getOnDraw
CLuaStackChecker lsc(&ls, 1);
// params: CInterfaceElement*.
// return: "script" (nil if empty)
CLuaIHM::checkArgCount(ls, "getOnDraw", 1);
CLuaIHM::check(ls, CLuaIHM::isUIOnStack(ls, 1), "getOnDraw() requires a UI object in param 1");
// retrieve arguments
CInterfaceElement *pIE = CLuaIHM::getUIOnStack(ls, 1);
if (pIE)
{
// must be a group
CInterfaceGroup *group = dynamic_cast<CInterfaceGroup*>(pIE);
if (group)
{
if (!group->getLuaScriptOnDraw().empty()) {
ls.push(group->getLuaScriptOnDraw());
return 1;
}
}
}
ls.pushNil();
return 1;
}
// *************************************************************************** // ***************************************************************************
int CLuaIHM::addOnDbChange(CLuaState &ls) int CLuaIHM::addOnDbChange(CLuaState &ls)
{ {
@ -1589,6 +1618,7 @@ namespace NLGUI
// *** Register Functions // *** Register Functions
ls.registerFunc("setOnDraw", setOnDraw); ls.registerFunc("setOnDraw", setOnDraw);
ls.registerFunc("getOnDraw", getOnDraw);
ls.registerFunc("setCaptureKeyboard", setCaptureKeyboard); ls.registerFunc("setCaptureKeyboard", setCaptureKeyboard);
ls.registerFunc("resetCaptureKeyboard", resetCaptureKeyboard); ls.registerFunc("resetCaptureKeyboard", resetCaptureKeyboard);
ls.registerFunc("setTopWindow", setTopWindow); ls.registerFunc("setTopWindow", setTopWindow);

@ -323,7 +323,7 @@ namespace NLGUI
prop = (char*) xmlGetProp( cur, (xmlChar*)"texture" ); prop = (char*) xmlGetProp( cur, (xmlChar*)"texture" );
if (prop) if (prop)
{ {
string TxName = toLower((const char *) prop); string TxName = (const char *) prop;
setTexture (TxName); setTexture (TxName);
//CInterfaceManager *pIM = CInterfaceManager::getInstance(); //CInterfaceManager *pIM = CInterfaceManager::getInstance();
//CViewRenderer &rVR = *CViewRenderer::getInstance(); //CViewRenderer &rVR = *CViewRenderer::getInstance();
@ -478,7 +478,7 @@ namespace NLGUI
} }
} }
else else
_TextureId.setTexture (TxName.c_str (), _TxtOffsetX, _TxtOffsetY, _TxtWidth, _TxtHeight, false); _TextureId.setTexture (toLower(TxName).c_str (), _TxtOffsetX, _TxtOffsetY, _TxtWidth, _TxtHeight, false);
} }
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------

@ -993,6 +993,9 @@ namespace NLGUI
if (_MultiLine) if (_MultiLine)
{ {
if (strlen(propPtr) > 2 && propPtr[0] == 'u' && propPtr[1] == ':')
setTextFormatTaged(ucstring::makeFromUtf8(std::string(propPtr).substr(2)));
else
setTextFormatTaged(CI18N::get(propPtr)); setTextFormatTaged(CI18N::get(propPtr));
} }
else else

@ -49,8 +49,9 @@ ICommand::ICommand(const char *categoryName, const char *commandName, const char
if (comm != LocalCommands->end ()) if (comm != LocalCommands->end ())
{ {
nlinfo("command with same name: %s", commandName);
// 2 commands have the same name // 2 commands have the same name
nlstopex (("There are 2 commands that have the same name in the project (command name '%s'), skip the second definition", commandName)); // nlstopex (("There are 2 commands that have the same name in the project (command name '%s'), skip the second definition", commandName));
} }
else else
{ {

@ -285,7 +285,7 @@ void CEntityIdTranslator::registerEntity (const CEntityId &eid, const ucstring &
return; return;
} }
nlinfo ("EIT: Register EId %s EntityName '%s' UId %d UserName '%s'", reid.toString().c_str(), entityName.toString().c_str(), uid, userName.c_str()); //nlinfo ("EIT: Register EId %s EntityName '%s' UId %d UserName '%s'", reid.toString().c_str(), entityName.toString().c_str(), uid, userName.c_str());
RegisteredEntities.insert (make_pair(reid, CEntityIdTranslator::CEntity(entityName, uid, userName, entitySlot, shardId))); RegisteredEntities.insert (make_pair(reid, CEntityIdTranslator::CEntity(entityName, uid, userName, entitySlot, shardId)));
NameIndex.insert(make_pair(toLower(entityName), reid)); NameIndex.insert(make_pair(toLower(entityName), reid));
} }

@ -382,9 +382,15 @@ std::string CI18N::getSystemLanguageCode ()
} }
} }
#else #else
// only keep 2 first characters
if (lang.size() > 1) if (lang.size() > 1)
_SystemLanguageCode = NLMISC::toLower(lang).substr(0, 2); {
// only keep 2 first characters
lang = NLMISC::toLower(lang).substr(0, 2);
// language code supported?
if (isLanguageCodeSupported(lang))
_SystemLanguageCode = lang;
}
#endif #endif
} }
} }

@ -334,12 +334,12 @@ void CLog::displayNL (const char *format, ...)
} }
char *str; char *str;
NLMISC_CONVERT_VARGS (str, format, 256/*NLMISC::MaxCStringSize*/); NLMISC_CONVERT_VARGS (str, format, 1024/*NLMISC::MaxCStringSize*/);
if (strlen(str)<256/*NLMISC::MaxCStringSize*/-1) if (strlen(str)<1024/*NLMISC::MaxCStringSize*/-1)
strcat (str, "\n"); strcat (str, "\n");
else else
str[256/*NLMISC::MaxCStringSize*/-2] = '\n'; str[1024/*NLMISC::MaxCStringSize*/-2] = '\n';
displayString (str); displayString (str);
} }
@ -359,7 +359,7 @@ void CLog::display (const char *format, ...)
} }
char *str; char *str;
NLMISC_CONVERT_VARGS (str, format, 256/*NLMISC::MaxCStringSize*/); NLMISC_CONVERT_VARGS (str, format, 1024/*NLMISC::MaxCStringSize*/);
displayString (str); displayString (str);
} }
@ -453,12 +453,12 @@ void CLog::displayRawNL( const char *format, ... )
} }
char *str; char *str;
NLMISC_CONVERT_VARGS (str, format, 256/*NLMISC::MaxCStringSize*/); NLMISC_CONVERT_VARGS (str, format, 1024/*NLMISC::MaxCStringSize*/);
if (strlen(str)<256/*NLMISC::MaxCStringSize*/-1) if (strlen(str)<1024/*NLMISC::MaxCStringSize*/-1)
strcat (str, "\n"); strcat (str, "\n");
else else
str[256/*NLMISC::MaxCStringSize*/-2] = '\n'; str[1024/*NLMISC::MaxCStringSize*/-2] = '\n';
displayRawString(str); displayRawString(str);
} }
@ -478,7 +478,7 @@ void CLog::displayRaw( const char *format, ... )
} }
char *str; char *str;
NLMISC_CONVERT_VARGS (str, format, 256/*NLMISC::MaxCStringSize*/); NLMISC_CONVERT_VARGS (str, format, 1024/*NLMISC::MaxCStringSize*/);
displayRawString(str); displayRawString(str);
} }
@ -496,7 +496,7 @@ void CLog::forceDisplayRaw (const char *format, ...)
} }
char *str; char *str;
NLMISC_CONVERT_VARGS (str, format, 256/*NLMISC::MaxCStringSize*/); NLMISC_CONVERT_VARGS (str, format, 1024/*NLMISC::MaxCStringSize*/);
TDisplayInfo args; TDisplayInfo args;
CDisplayers::iterator idi; CDisplayers::iterator idi;

@ -415,7 +415,7 @@ void CMoveContainer::updateCells (CMovePrimitive *primitive, uint8 worldImage)
CPrimitiveWorldImage *wI=primitive->getWorldImage (worldImage); CPrimitiveWorldImage *wI=primitive->getWorldImage (worldImage);
#if !FINAL_VERSION #if !FINAL_VERSION
// Check BB width not too large /* // Check BB width not too large
if (wI->getBBXMax() - wI->getBBXMin() > _CellWidth) if (wI->getBBXMax() - wI->getBBXMin() > _CellWidth)
{ {
nlwarning ("Primitives have moved more than a cell."); nlwarning ("Primitives have moved more than a cell.");
@ -426,6 +426,7 @@ void CMoveContainer::updateCells (CMovePrimitive *primitive, uint8 worldImage)
{ {
nlwarning ("Primitives have moved more than a cell."); nlwarning ("Primitives have moved more than a cell.");
} }
*/
#endif #endif
// Get coordinate in the cell array // Get coordinate in the cell array

@ -200,7 +200,7 @@ ISoundDriver *ISoundDriver::createDriver(IStringMapperProvider *stringMapper, TD
#if defined (NL_COMP_MINGW) #if defined (NL_COMP_MINGW)
dllName = "libnel_drv_xaudio2_win"; dllName = "libnel_drv_xaudio2_win";
#elif defined (NL_OS_WINDOWS) #elif defined (NL_OS_WINDOWS)
dllName = "nel_drv_xaudio2_win"; dllName = "nel_drv_fmod_win";
#elif defined (NL_OS_UNIX) #elif defined (NL_OS_UNIX)
dllName = "nel_drv_openal"; dllName = "nel_drv_openal";
#else #else

@ -1,8 +0,0 @@
ZFar = 300.000000;
LandscapeTileNear = 30.000000;
LandscapeThreshold = 200.0;
SkinNbMaxPoly = 15000;
FxNbMaxPoly = 5000;
NbMaxSkeletonNotCLod= 10;
MaxTrack = 8;
CharacterFarClip = 75.0;

@ -1,8 +0,0 @@
ZFar = 500.000000;
LandscapeTileNear = 50.000000;
LandscapeThreshold = 1000.0;
SkinNbMaxPoly = 30000;
FxNbMaxPoly = 10000;
NbMaxSkeletonNotCLod= 15;
MaxTrack = 16;
CharacterFarClip = 100.0;

@ -1,8 +0,0 @@
ZFar = 500.000000;
LandscapeTileNear = 50.000000;
LandscapeThreshold = 1000.0;
SkinNbMaxPoly = 50000;
FxNbMaxPoly = 10000;
NbMaxSkeletonNotCLod= 20;
MaxTrack = 16;
CharacterFarClip = 100.0;

@ -1,8 +0,0 @@
ZFar = 1000.000000;
LandscapeTileNear = 100.000000;
LandscapeThreshold = 2000.0;
SkinNbMaxPoly = 100000;
FxNbMaxPoly = 20000;
NbMaxSkeletonNotCLod= 40;
MaxTrack = 32;
CharacterFarClip = 200.0;

@ -1,8 +0,0 @@
ZFar = 200.000000;
LandscapeTileNear = 20.000000;
LandscapeThreshold = 100.0;
SkinNbMaxPoly = 10000;
FxNbMaxPoly = 2500;
NbMaxSkeletonNotCLod= 10;
Width = 800;
Height = 600;

@ -1,8 +0,0 @@
ZFar = 300.000000;
LandscapeTileNear = 30.000000;
LandscapeThreshold = 200.0;
SkinNbMaxPoly = 25000;
FxNbMaxPoly = 5000;
NbMaxSkeletonNotCLod= 15;
Width = 800;
Height = 600;

@ -1,8 +0,0 @@
ZFar = 500.000000;
LandscapeTileNear = 50.000000;
LandscapeThreshold = 1000.0;
SkinNbMaxPoly = 50000;
FxNbMaxPoly = 10000;
NbMaxSkeletonNotCLod= 20;
Width = 1024;
Height = 768;

@ -1,8 +0,0 @@
ZFar = 1000.000000;
LandscapeTileNear = 100.000000;
LandscapeThreshold = 2000.0;
SkinNbMaxPoly = 100000;
FxNbMaxPoly = 20000;
NbMaxSkeletonNotCLod= 40;
Width = 1280;
Height = 1024;

@ -1,5 +0,0 @@
HDEntityTexture = 1;
DivideTextureSizeBy2 = 1;
Width = 1280;
Height = 1024;
Depth = 32;

@ -1,5 +0,0 @@
HDEntityTexture = 0;
DivideTextureSizeBy2 = 2;
Width = 800;
Height = 600;
Depth = 16;

@ -1,5 +0,0 @@
HDEntityTexture = 0;
DivideTextureSizeBy2 = 1;
Width = 1024;
Height = 768;
Depth = 32;

@ -1 +0,0 @@
RootConfigFilename = "client_default.cfg";

@ -15,7 +15,7 @@ SaveConfig = 1;
Driver3D="Auto"; // Valid values are "Auto" or "0", "OpengGL" or "1" & "Direct3D" or "2" Driver3D="Auto"; // Valid values are "Auto" or "0", "OpengGL" or "1" & "Direct3D" or "2"
// "Auto" will choose the best suited driver depending on hardware // "Auto" will choose the best suited driver depending on hardware
FullScreen = 1; FullScreen = 0;
Width = 0; Width = 0;
Height = 0; Height = 0;
PositionX = 0; PositionX = 0;
@ -39,24 +39,21 @@ Gamma_max = 1.0;
// NETWORK // // NETWORK //
///////////// /////////////
Application = { "ryzom_open", "./client_ryzom_r.exe", "./" }; Application = { "ryzom_live", "./client_ryzom_r.exe", "./" };
BackgroundDownloader = 0; BackgroundDownloader = 0;
SignUpURL = ""; StartupHost = "shard.ryzom.com:40916";
StartupHost = "shard.ryzomcore.org:40916";
StartupPage = "/login/r2_login.php"; StartupPage = "/login/r2_login.php";
InstallStatsUrl = "http://open.ryzom.com:50000/stats/stats.php";
CreateAccountURL = "http://shard.ryzomcore.org/ams/?page=register"; ConditionsTermsURL = "http://app.ryzom.com/app_forum/index.php?page=topic/view/21885/1&post148782=en#1";
EditAccountURL = "http://shard.ryzomcore.org/ams/?page=settings"; LoginSupportURL = "http://app.ryzom.com/app_forum/index.php?page=topic/view/22047/1&post149889=en#1";
ConditionsTermsURL = "http://www.gnu.org/licenses/agpl-3.0.html"; NamingPolicyURL = "http://app.ryzom.com/app_forum/index.php?page=topic/view/21885/1&post148784=en#3";
ForgetPwdURL = "http://shard.ryzomcore.org/ams/?page=forgot_password";
LoginSupportURL = "https://plus.google.com/u/0/communities/103798956862568269036";
InstallWebPage = "";
// Full path and filename where cURL can find certificate bundle file // Full path and filename where cURL can find certificate bundle file
// cacert.pem file can be downloaded from https://curl.haxx.se/docs/caextract.html // cacert.pem file can be downloaded from https://curl.haxx.se/docs/caextract.html
// and added to client data path or system specific bundle can be used // and added to client data path or system specific bundle can be used
// Ubuntu has "/etc/ssl/certs/ca-certificates.crt" // Ubuntu has "/etc/ssl/certs/ca-certificates.crt"
//CurlCABundle = "cacert.pem"; // % = defaultConfigFilePath
CurlCABundle = "%cacert.pem";
//////////////// ////////////////
// INTERFACES // // INTERFACES //
@ -87,10 +84,6 @@ XMLOutGameInterfaceFiles = {
"out_v2_keys.xml", "out_v2_keys.xml",
}; };
TexturesInterface = "texture_interfaces_v3";
TexturesInterfaceDXTC = "texture_interfaces_dxtc";
// The ligo primitive class file // The ligo primitive class file
LigoPrimitiveClass = "world_editor_classes.xml"; LigoPrimitiveClass = "world_editor_classes.xml";
@ -226,7 +219,7 @@ FXAA_ps3 = 1;
AnisotropicFilter = 0; AnisotropicFilter = 0;
Bloom = 0; Bloom = 1;
Bloom_ps0 = 0; Bloom_ps0 = 0;
Bloom_ps1 = 1; Bloom_ps1 = 1;
Bloom_ps2 = 1; Bloom_ps2 = 1;
@ -444,7 +437,7 @@ PrintfCommandsFreeTrial = {
DisplayMissingAnimFile = 0; DisplayMissingAnimFile = 0;
LoadingStringCount = 0; LoadingStringCount = 54;
// Some R2 parameters ... // Some R2 parameters ...
@ -506,7 +499,8 @@ XMLInterfaceFiles = {
"ring_access_point_filter.xml", "ring_access_point_filter.xml",
"ring_window.xml", "ring_window.xml",
"bg_downloader.xml", "bg_downloader.xml",
"ryzhome_toolbar.xml" "ryzhome_toolbar.xml",
"tp_interface.xml"
}; };
XMLR2EDInterfaceFiles = XMLR2EDInterfaceFiles =
@ -591,12 +585,21 @@ ScenarioLanguages = {"fr","de","en","other_lang"};
// Map each language to a forum help page // Map each language to a forum help page
HelpPages = HelpPages =
{ {
"fr=http://forums.ryzom.com/forum/showthread.php?t=29130", "fr=https://app.ryzom.com/app_forum/index.php?page=topic/view/6629/1&lang=fr",
"en=http://forums.ryzom.com/forum/showthread.php?t=29129", "en=https://app.ryzom.com/app_forum/index.php?page=topic/view/6629/1&lang=en",
"wk=http://forums.ryzom.com/forum/showthread.php?t=29129", "wk=https://app.ryzom.com/app_forum/index.php?page=topic/view/6629/1",
"de=http://forums.ryzom.com/forum/showthread.php?t=29131", "de=https://app.ryzom.com/app_forum/index.php?page=topic/view/6629/1&lang=de",
"es=http://forums.ryzom.com/forum/showthread.php?t=29129", "es=https://app.ryzom.com/app_forum/index.php?page=topic/view/6629/1&lang=es",
"ru=http://forums.ryzom.com/forum/showthread.php?t=29129" "ru=https://app.ryzom.com/app_forum/index.php?page=topic/view/6629/1&lang=ru"
};
// User created channel
ChannelIgnoreFilter =
{
"Uni Français", "English Uni", "Español Uni",
"русский Uni", "Deutsch Uni", "Karavan",
"Kami", "Ranger", "Marauder", "Fyros",
"Matis", "Tryker", "Zoraï"
}; };
// interval in minutes for webig notify thread to run // interval in minutes for webig notify thread to run

@ -1,5 +0,0 @@
# Uncomment next lines if you want to create gamedev.bnp
#ADD_CUSTOM_COMMAND(OUTPUT "${CMAKE_BINARY_DIR}/share/gamedev.bnp"
# COMMAND bnp_make -p ${CMAKE_CURRENT_SOURCE_DIR}/gamedev ${CMAKE_BINARY_DIR}/share > /dev/null)
#ADD_CUSTOM_TARGET(gamedev ALL DEPENDS "${CMAKE_BINARY_DIR}/share/gamedev.bnp")

@ -1,112 +0,0 @@
ge_bt_kami_destroyer.anim
Sun.anim
Sun.anim
brazero-ext1.anim
brazero-ext2.anim
brazero-ext3.anim
brazero-inter1.anim
brazero-inter2.anim
lanterne-ext1.anim
lanterne-ext2.anim
lanterne-ext3.anim
lanterne-int1.anim
lanterne-int2.anim
lanterne-int3.anim
FY_brandon_waterfall_A.anim
FY_brandon_waterfall_B.anim
waterfall01_jungle-2_waterfall.anim
waterfall01_jungle-5_WaterFall.anim
waterfall01_jungle2-2_waterfall.anim
waterfall02_jungle-2_waterfall.anim
waterfall02_jungle-5_WaterFall.anim
waterfall02_jungle2-2_waterfall.anim
waterfall_01_combes_plateaux.anim
waterfall_02_combes_plateaux.anim
waterfall_03_combes_plateaux.anim
waterfall_04_combes_plateaux.anim
waterfall_05_combes_plateaux.anim
waterfall_06_combes_plateaux.anim
waterfall_07_combes_plateaux.anim
waterfall_08_combes_plateaux.anim
TR_helicebar_01_village_a.anim
TR_helicebar_02_village_a.anim
TR_helicebar_LOD01_01_village_a.anim
TR_helicebar_LOD01_02_village_a.anim
TR_helicebar_LOD01__village_c.anim
TR_helicebar_LOD01_village_B.anim
TR_helicebar_LOD01_village_d.anim
TR_helicebar__village_c.anim
TR_helicebar_village_B.anim
TR_helicebar_village_d.anim
TR_helicesaucisseLOD01_01_village_a.anim
TR_helicesaucisseLOD01_01_village_d.anim
TR_helicesaucisseLOD01_02_village_B.anim
TR_helicesaucisseLOD01_02_village_a.anim
TR_helicesaucisseLOD01_02_village_d.anim
TR_helicesaucisseLOD01_03_village_a.anim
TR_helicesaucisseLOD01_04_village_a.anim
TR_helicesaucisseLOD01_appart_01_village_c.anim
TR_helicesaucisseLOD01_appart_02_village_c.anim
TR_helicesaucisseLOD01_village_B.anim
TR_helicesaucisseLOD_fond_ilot_4.anim
TR_helicesaucisseLOD_village_nb.anim
TR_helicesaucisseLOD_village_nb5.anim
TR_helicesaucisseLOD_village_nb_02.anim
TR_helicesaucisseLOD_village_nb_03.anim
TR_helicesaucisseLOD_village_nb_04.anim
TR_helicesaucisse_01_village_a.anim
TR_helicesaucisse_01_village_d.anim
TR_helicesaucisse_02_village_B.anim
TR_helicesaucisse_02_village_a.anim
TR_helicesaucisse_02_village_d.anim
TR_helicesaucisse_03_village_a.anim
TR_helicesaucisse_04_village_a.anim
TR_helicesaucisse_appart_01_village_c.anim
TR_helicesaucisse_appart_02_village_c.anim
TR_helicesaucisse_fond_ilot_4.anim
TR_helicesaucisse_village_B.anim
TR_helicesaucisse_village_nb_01.anim
TR_helicesaucisse_village_nb_02.anim
TR_helicesaucisse_village_nb_03.anim
TR_helicesaucisse_village_nb_04.anim
TR_helicesaucisse_village_nb_05.anim
TR_mairie_helicemairie_LOD_village_a.anim
TR_mairie_helicemairie_village_a.anim
TR_waterfall_01_A.anim
TR_waterfall_01_B.anim
TR_waterfall_02_A.anim
TR_waterfall_02_B.anim
TR_waterfall_03_A.anim
TR_waterfall_03_B.anim
TR_waterfall_04_A.anim
TR_waterfall_04_B.anim
TR_waterfall_05_A.anim
TR_waterfall_05_B.anim
TR_waterfall_06_A.anim
TR_waterfall_06_B.anim
TR_waterfall_07_A.anim
TR_waterfall_07_B.anim
TR_waterfall_08_A.anim
TR_waterfall_08_B.anim
TR_waterfall_09_A.anim
TR_waterfall_09_B.anim
TR_waterfall_10_A.anim
TR_waterfall_10_B.anim
conerotor.anim
rotor.anim
waterfall01_maserre.anim
waterfall02_maserre.anim
GE_PVP_spire_kami.anim
GE_PVP_spire_karavan.anim
Sun.anim
brazero-ext1.anim
brazero-ext2.anim
brazero-ext3.anim
brazero-inter1.anim
brazero-inter2.anim
lanterne-ext1.anim
lanterne-ext2.anim
lanterne-ext3.anim
lanterne-int1.anim
lanterne-int2.anim
lanterne-int3.anim

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&gestionsets">open the action bar</a>, use this menu or use the key <a z_action_shortcut="show_hide"
z_action_params="gestionsets"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&gestionsets">open the action bar</a>, use this menu or use the key <a z_action_shortcut="show_hide"
z_action_params="gestionsets"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&gestionsets">open the action bar</a>, use this menu or use the key <a z_action_shortcut="show_hide"
z_action_params="gestionsets"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&phrase_book">open the action book</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="phrase_book"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&phrase_book">open the action book</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="phrase_book"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&phrase_book">open the action book</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="phrase_book"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,9 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>You can drag and drop the actions from the action book into this action bar.</p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,9 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>You can drag and drop the actions from the action book into this action bar.</p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,9 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>You can drag and drop the actions from the action book into this action bar.</p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&compas">open the compas</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="compas"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&compas">show the compas</a>, use this menu or press
<a z_action_shortcut="show_hide" z_action_params="compas"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&compas">open the compas</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="compas"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,9 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>The compas can show the direction to the mission target. Right click on it and select the target.</p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,9 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>The compas can show the direction to the mission target. Right click on it and select the target.</p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,9 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>The compas can show the direction to the mission target. Right click on it and select the target.</p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&inventory">open the inventory</a>, use this menu or use the key <a z_action_shortcut="show_hide"
z_action_params="inventory"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&inventory">open the inventory</a>, use this menu or use the key <a z_action_shortcut="show_hide"
z_action_params="inventory"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&inventory">open the inventory</a>, use this menu or use the key <a z_action_shortcut="show_hide"
z_action_params="inventory"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&info_player_journal">open the mission journal</a>, use this menu or use the key <a z_action_shortcut="show_hide"
z_action_params="info_player_journal"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&info_player_journal">open the mission journal</a>, use this menu or use the key <a z_action_shortcut="show_hide"
z_action_params="info_player_journal"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&info_player_journal">open the mission journal</a>, use this menu or use the key <a z_action_shortcut="show_hide"
z_action_params="info_player_journal"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&quick_help">open the quik help</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="quick_help"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&quick_help">open the quik help</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="quick_help"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>To <a href="ah:show&quick_help">open the quik help</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="quick_help"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>Your skills have changed! To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>Your skills have changed! To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>Your skills have changed! To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>Your skill points have changed! To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>Your skill points have changed! To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>Your skill points have changed! To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,11 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>New Team member!</p>
<p>To <a href="ah:show&team_list">open the Team List</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="team_list"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,11 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>New Team member!</p>
<p>To <a href="ah:show&team_list">open the Team List</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="team_list"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,11 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>New Team member!</p>
<p>To <a href="ah:show&team_list">open the Team List</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="team_list"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>Your title has changed! To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>Your title has changed! To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,10 +0,0 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body>
<p>Your title has changed! To <a href="ah:show&info_player_skills">open the character sheet</a>, use this menu or use the key
<a z_action_shortcut="show_hide" z_action_params="info_player_skills"></a></p>
<p><a href="ah:context_help_ignore">Don't show this message anymore</a></p>
</body>
</html>

@ -1,70 +0,0 @@
<html>
<head>
<style>
</style>
<!-- <link rel="stylesheet" href="htm/style2.css" type="text/css"> -->
<title>Ryzom Help </title>
</head>
<body>
<table cellspacing="0" cellpadding="0" border="0" width=100% height="100%">
<tr>
<td valign=top height=35>
<div class=header></div>
<div class=header2></div>
</td>
</tr>
<tr>
<td valign=top >
<div class=content>
<h1>Abilities and items</h1>
<p><a href="../help.html">home</a></p>
<p><br>
<a href="abilities_item_intro.html">Introduction </a></p>
<p><a href="abilities_item_step1.html">Step 1</a>: What is an item ?</p>
<p><a href="abilities_item_step1_1.html">Step 1-1</a>: Where they are
to be found</p>
<p><a href="abilities_item_step1_2.html">Step 1-2</a>: The codes</p>
<p><a href="abilities_item_step2.html">Step 2</a>: What is an ability
?</p>
<p><a href="abilities_item_step2_1.html">Step 2-1</a>: Where they are
to be found</p>
<p><a href="abilities_item_step2_2.html">Step 2-2</a>: The codes</p>
<p><a href="abilities_item_step3.html">Step 3</a>: What is a plan ? </p>
<p><a href="abilities_item_step3_1.html">Step 3-1</a>: Where they can
be found</p>
<p><a href="abilities_item_step3_2.html">Step 3-2</a>: The codes</p>
<p><a href="abilities_item_step4.html">Step 4</a>: Summary of abilities
and items </p>
<p></p>
<p></p>
<p></p>
<p></p>
<p>&nbsp;</p>
<p></p>
<p><a href="../help.html">home</a></p>
<p>&nbsp;</p>
<p>&nbsp; </p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
</div>
</td>
</tr>
</table>
</body>
</html>

@ -1,70 +0,0 @@
<html>
<head>
<style>
</style>
<!-- <link rel="stylesheet" href="htm/style2.css" type="text/css"> -->
<title>Ryzom Help </title>
</head>
<body>
<table cellspacing="0" cellpadding="0" border="0" width=100% height="100%">
<tr>
<td valign=top height=35>
<div class=header></div>
<div class=header2></div>
</td>
</tr>
<tr>
<td valign=top >
<div class=content>
<h1>Abilities and items</h1>
<p><a href="../help.html">home</a></p>
<p><br>
<a href="abilities_item_intro.html">Introduction </a></p>
<p><a href="abilities_item_step1.html">Step 1</a>: What is an item ?</p>
<p><a href="abilities_item_step1_1.html">Step 1-1</a>: Where they are
to be found</p>
<p><a href="abilities_item_step1_2.html">Step 1-2</a>: The codes</p>
<p><a href="abilities_item_step2.html">Step 2</a>: What is an ability
?</p>
<p><a href="abilities_item_step2_1.html">Step 2-1</a>: Where they are
to be found</p>
<p><a href="abilities_item_step2_2.html">Step 2-2</a>: The codes</p>
<p><a href="abilities_item_step3.html">Step 3</a>: What is a plan ? </p>
<p><a href="abilities_item_step3_1.html">Step 3-1</a>: Where they can
be found</p>
<p><a href="abilities_item_step3_2.html">Step 3-2</a>: The codes</p>
<p><a href="abilities_item_step4.html">Step 4</a>: Summary of abilities
and items </p>
<p></p>
<p></p>
<p></p>
<p></p>
<p>&nbsp;</p>
<p></p>
<p><a href="../help.html">home</a></p>
<p>&nbsp;</p>
<p>&nbsp; </p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
</div>
</td>
</tr>
</table>
</body>
</html>

@ -1,70 +0,0 @@
<html>
<head>
<style>
</style>
<!-- <link rel="stylesheet" href="htm/style2.css" type="text/css"> -->
<title>Ryzom Help </title>
</head>
<body>
<table cellspacing="0" cellpadding="0" border="0" width=100% height="100%">
<tr>
<td valign=top height=35>
<div class=header></div>
<div class=header2></div>
</td>
</tr>
<tr>
<td valign=top >
<div class=content>
<h1>Abilities and items</h1>
<p><a href="../help.html">home</a></p>
<p><br>
<a href="abilities_item_intro.html">Introduction </a></p>
<p><a href="abilities_item_step1.html">Step 1</a>: What is an item ?</p>
<p><a href="abilities_item_step1_1.html">Step 1-1</a>: Where they are
to be found</p>
<p><a href="abilities_item_step1_2.html">Step 1-2</a>: The codes</p>
<p><a href="abilities_item_step2.html">Step 2</a>: What is an ability
?</p>
<p><a href="abilities_item_step2_1.html">Step 2-1</a>: Where they are
to be found</p>
<p><a href="abilities_item_step2_2.html">Step 2-2</a>: The codes</p>
<p><a href="abilities_item_step3.html">Step 3</a>: What is a plan ? </p>
<p><a href="abilities_item_step3_1.html">Step 3-1</a>: Where they can
be found</p>
<p><a href="abilities_item_step3_2.html">Step 3-2</a>: The codes</p>
<p><a href="abilities_item_step4.html">Step 4</a>: Summary of abilities
and items </p>
<p></p>
<p></p>
<p></p>
<p></p>
<p>&nbsp;</p>
<p></p>
<p><a href="../help.html">home</a></p>
<p>&nbsp;</p>
<p>&nbsp; </p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
</div>
</td>
</tr>
</table>
</body>
</html>

@ -1,40 +0,0 @@
<html>
<head>
<title>How to fight</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" text="#000000">
<h1>Abilities and items</h1>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
Introduction</p>
<p>Your character's job grants him/her skills such as using weapons, making items,
casting spells&#133;</p>
<p>These skills enable you to use items. For example, fighting skills allow you
use weapons.</p>
<p>The skills also grant you abilities. Abilities contain the know-how you need
in order to carry out a special action.</p>
<p>For example, magic skills enable you to combine magical abilities in order
to build your spells and cast them. <br>
Combat skills grant you as many abilities as special blows, which you may use
in combat.</p>
<p></p>
<p>&nbsp;</p>
<p><br>
</p>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
</p>
</body>
</html>

@ -1,40 +0,0 @@
<html>
<head>
<title>How to fight</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" text="#000000">
<h1>Abilities and items</h1>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
Introduction</p>
<p>Your character's job grants him/her skills such as using weapons, making items,
casting spells&#133;</p>
<p>These skills enable you to use items. For example, fighting skills allow you
use weapons.</p>
<p>The skills also grant you abilities. Abilities contain the know-how you need
in order to carry out a special action.</p>
<p>For example, magic skills enable you to combine magical abilities in order
to build your spells and cast them. <br>
Combat skills grant you as many abilities as special blows, which you may use
in combat.</p>
<p></p>
<p>&nbsp;</p>
<p><br>
</p>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
</p>
</body>
</html>

@ -1,40 +0,0 @@
<html>
<head>
<title>How to fight</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" text="#000000">
<h1>Abilities and items</h1>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
Introduction</p>
<p>Your character's job grants him/her skills such as using weapons, making items,
casting spells&#133;</p>
<p>These skills enable you to use items. For example, fighting skills allow you
use weapons.</p>
<p>The skills also grant you abilities. Abilities contain the know-how you need
in order to carry out a special action.</p>
<p>For example, magic skills enable you to combine magical abilities in order
to build your spells and cast them. <br>
Combat skills grant you as many abilities as special blows, which you may use
in combat.</p>
<p></p>
<p>&nbsp;</p>
<p><br>
</p>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
</p>
</body>
</html>

@ -1,38 +0,0 @@
<html>
<head>
<title>Abilities and items</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" text="#000000">
<h1>Abilities and items</h1>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p>Step 1-1: Items - Where they are to be found: </p>
<p>On the character: </p>
<p>- In the sets</p>
<p>- In the bag </p>
<p>You may obtain an item:</p>
<p>- by buying it from a merchant</p>
<p>- by successfully carrying out a mission</p>
<p>- by looting an npc or creature</p>
<p>- by making it - only crafters may do this</p>
<p>- by digging or collecting from plants - only rangers may do this </p>
<p>- by cutting up a creature - only rangers may do this <br>
</p>
<p><br>
</p>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
</p>
</body>
</html>

@ -1,38 +0,0 @@
<html>
<head>
<title>Abilities and items</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" text="#000000">
<h1>Abilities and items</h1>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p>Step 1-1: Items - Where they are to be found: </p>
<p>On the character: </p>
<p>- In the sets</p>
<p>- In the bag </p>
<p>You may obtain an item:</p>
<p>- by buying it from a merchant</p>
<p>- by successfully carrying out a mission</p>
<p>- by looting an npc or creature</p>
<p>- by making it - only crafters may do this</p>
<p>- by digging or collecting from plants - only rangers may do this </p>
<p>- by cutting up a creature - only rangers may do this <br>
</p>
<p><br>
</p>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
</p>
</body>
</html>

@ -1,38 +0,0 @@
<html>
<head>
<title>Abilities and items</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" text="#000000">
<h1>Abilities and items</h1>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p>Step 1-1: Items - Where they are to be found: </p>
<p>On the character: </p>
<p>- In the sets</p>
<p>- In the bag </p>
<p>You may obtain an item:</p>
<p>- by buying it from a merchant</p>
<p>- by successfully carrying out a mission</p>
<p>- by looting an npc or creature</p>
<p>- by making it - only crafters may do this</p>
<p>- by digging or collecting from plants - only rangers may do this </p>
<p>- by cutting up a creature - only rangers may do this <br>
</p>
<p><br>
</p>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
</p>
</body>
</html>

@ -1,191 +0,0 @@
<html>
<head>
<title>Abilities and items</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" text="#000000">
<h1>Abilities and items</h1>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p>Step 1-2: Items - The codes:</p>
<p>Colors</p>
<p>The color Indicates if this item is specific to a race (resource, armor, weapon
and ammunition):</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon04.TGA"></td>
<td width="91%" valign="middle" height="64">Green: Matis</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon01.TGA"></td>
<td width="91%" valign="middle" height="64">Blue: Tryker</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon03.TGA"></td>
<td width="91%" valign="middle" height="64">Khaki yellow: Fyros</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon02.TGA"></td>
<td width="91%" valign="middle" height="64">Khaki green: Zora&iuml;</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Tool01.TGA"></td>
<td width="91%" valign="middle" height="64">Other: common to all races. No
race</td>
</tr>
</table>
<p>&nbsp;</p>
<p>Symbols</p>
<p>- Training</p>
<p>Upgrading characteristics </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/help_item2.TGA"></td>
<td width="91%" valign="middle">The quality 2 empathy tool: you can improve
your empathy by dragging and dropping this item into your set.</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Tools</p>
<p>o To make other objects </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Tool01.TGA"></td>
<td width="91%" valign="middle">A level 5 hammer (for the crafter)</td>
</tr>
</table>
<p>&nbsp;</p>
<p>o To extract raw material </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Basic_Cleaver.TGA"></td>
<td width="91%" valign="middle">A level 1 basic cleaver (for the Ranger)</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Weapon<br>
Melee weapon </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon01.TGA"></td>
<td width="91%" valign="middle">Level 1 Tryker dagger</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Range weapon<br>
Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon04.TGA"></td>
<td width="91%" valign="middle">A level 5 Matis bowgun.</td>
</tr>
</table>
<p>You must remember to buy the corresponding ammunition in order to use a range
weapon <br>
</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/AmmoBowGunMatis.TGA"></td>
<td width="91%" valign="middle">Quality 1 Matis bowgun ammunition</td>
</tr>
</table>
<p>&nbsp;</p>
<p><br>
- Resources</p>
<p>o Food</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_meat01.TGA"></td>
<td width="91%" valign="middle">Piece of meat: 4 pieces of meat of quality
2</td>
</tr>
</table>
<p>&nbsp;</p>
<p>o Raw Materials</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Raw02.TGA"></td>
<td width="91%" valign="middle">Pieces of wood: Used for making items </td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Pets</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Mektoub01.TGA"></td>
<td width="91%" valign="middle">A level 1 mektoub. This is a mount which can
be bought and then used to travel more quickly and to carry resources </td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Jewels</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/help_item3.TGA"></td>
<td width="91%" valign="middle">Level 1 ring </td>
</tr>
</table>
<p>&nbsp;</p>
<p>Level / quality</p>
<p>- Level</p>
<p>The higher the figure, the higher the level. </p>
<p>Note: You must have at least reached the level indicated on the icon in order
to gain full advantage the given item.</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon04.TGA"></td>
<td width="91%" valign="middle">Level 4 Matis bowgun.</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Quality</p>
<p>The term &quot;quality&quot; is used for resources. The higher the figure the
better the quality. </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_meat01.TGA"></td>
<td width="91%" valign="middle">Here you can see quality 2 pieces of meat
</td>
</tr>
</table>
<p>&nbsp;</p>
<p>Quantity</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_meat01.TGA"></td>
<td width="91%" valign="middle">Here you can see 4 pieces of meat.</td>
</tr>
</table>
<p>&nbsp;</p><p> Please note, the weight of the item(s) will be taken into account. Be careful
not to overload.<br>
<br>
</p>
<p><br>
</p>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
</p>
</body>
</html>

@ -1,191 +0,0 @@
<html>
<head>
<title>Abilities and items</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" text="#000000">
<h1>Abilities and items</h1>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p>Step 1-2: Items - The codes:</p>
<p>Colors</p>
<p>The color Indicates if this item is specific to a race (resource, armor, weapon
and ammunition):</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon04.TGA"></td>
<td width="91%" valign="middle" height="64">Green: Matis</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon01.TGA"></td>
<td width="91%" valign="middle" height="64">Blue: Tryker</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon03.TGA"></td>
<td width="91%" valign="middle" height="64">Khaki yellow: Fyros</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon02.TGA"></td>
<td width="91%" valign="middle" height="64">Khaki green: Zora&iuml;</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Tool01.TGA"></td>
<td width="91%" valign="middle" height="64">Other: common to all races. No
race</td>
</tr>
</table>
<p>&nbsp;</p>
<p>Symbols</p>
<p>- Training</p>
<p>Upgrading characteristics </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/help_item2.TGA"></td>
<td width="91%" valign="middle">The quality 2 empathy tool: you can improve
your empathy by dragging and dropping this item into your set.</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Tools</p>
<p>o To make other objects </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Tool01.TGA"></td>
<td width="91%" valign="middle">A level 5 hammer (for the crafter)</td>
</tr>
</table>
<p>&nbsp;</p>
<p>o To extract raw material </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Basic_Cleaver.TGA"></td>
<td width="91%" valign="middle">A level 1 basic cleaver (for the Ranger)</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Weapon<br>
Melee weapon </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon01.TGA"></td>
<td width="91%" valign="middle">Level 1 Tryker dagger</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Range weapon<br>
Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon04.TGA"></td>
<td width="91%" valign="middle">A level 5 Matis bowgun.</td>
</tr>
</table>
<p>You must remember to buy the corresponding ammunition in order to use a range
weapon <br>
</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/AmmoBowGunMatis.TGA"></td>
<td width="91%" valign="middle">Quality 1 Matis bowgun ammunition</td>
</tr>
</table>
<p>&nbsp;</p>
<p><br>
- Resources</p>
<p>o Food</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_meat01.TGA"></td>
<td width="91%" valign="middle">Piece of meat: 4 pieces of meat of quality
2</td>
</tr>
</table>
<p>&nbsp;</p>
<p>o Raw Materials</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Raw02.TGA"></td>
<td width="91%" valign="middle">Pieces of wood: Used for making items </td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Pets</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Mektoub01.TGA"></td>
<td width="91%" valign="middle">A level 1 mektoub. This is a mount which can
be bought and then used to travel more quickly and to carry resources </td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Jewels</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/help_item3.TGA"></td>
<td width="91%" valign="middle">Level 1 ring </td>
</tr>
</table>
<p>&nbsp;</p>
<p>Level / quality</p>
<p>- Level</p>
<p>The higher the figure, the higher the level. </p>
<p>Note: You must have at least reached the level indicated on the icon in order
to gain full advantage the given item.</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon04.TGA"></td>
<td width="91%" valign="middle">Level 4 Matis bowgun.</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Quality</p>
<p>The term &quot;quality&quot; is used for resources. The higher the figure the
better the quality. </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_meat01.TGA"></td>
<td width="91%" valign="middle">Here you can see quality 2 pieces of meat
</td>
</tr>
</table>
<p>&nbsp;</p>
<p>Quantity</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_meat01.TGA"></td>
<td width="91%" valign="middle">Here you can see 4 pieces of meat.</td>
</tr>
</table>
<p>&nbsp;</p><p> Please note, the weight of the item(s) will be taken into account. Be careful
not to overload.<br>
<br>
</p>
<p><br>
</p>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
</p>
</body>
</html>

@ -1,191 +0,0 @@
<html>
<head>
<title>Abilities and items</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" text="#000000">
<h1>Abilities and items</h1>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p>Step 1-2: Items - The codes:</p>
<p>Colors</p>
<p>The color Indicates if this item is specific to a race (resource, armor, weapon
and ammunition):</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon04.TGA"></td>
<td width="91%" valign="middle" height="64">Green: Matis</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon01.TGA"></td>
<td width="91%" valign="middle" height="64">Blue: Tryker</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon03.TGA"></td>
<td width="91%" valign="middle" height="64">Khaki yellow: Fyros</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon02.TGA"></td>
<td width="91%" valign="middle" height="64">Khaki green: Zora&iuml;</td>
</tr>
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Tool01.TGA"></td>
<td width="91%" valign="middle" height="64">Other: common to all races. No
race</td>
</tr>
</table>
<p>&nbsp;</p>
<p>Symbols</p>
<p>- Training</p>
<p>Upgrading characteristics </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/help_item2.TGA"></td>
<td width="91%" valign="middle">The quality 2 empathy tool: you can improve
your empathy by dragging and dropping this item into your set.</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Tools</p>
<p>o To make other objects </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Tool01.TGA"></td>
<td width="91%" valign="middle">A level 5 hammer (for the crafter)</td>
</tr>
</table>
<p>&nbsp;</p>
<p>o To extract raw material </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Basic_Cleaver.TGA"></td>
<td width="91%" valign="middle">A level 1 basic cleaver (for the Ranger)</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Weapon<br>
Melee weapon </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon01.TGA"></td>
<td width="91%" valign="middle">Level 1 Tryker dagger</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Range weapon<br>
Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon04.TGA"></td>
<td width="91%" valign="middle">A level 5 Matis bowgun.</td>
</tr>
</table>
<p>You must remember to buy the corresponding ammunition in order to use a range
weapon <br>
</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/AmmoBowGunMatis.TGA"></td>
<td width="91%" valign="middle">Quality 1 Matis bowgun ammunition</td>
</tr>
</table>
<p>&nbsp;</p>
<p><br>
- Resources</p>
<p>o Food</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_meat01.TGA"></td>
<td width="91%" valign="middle">Piece of meat: 4 pieces of meat of quality
2</td>
</tr>
</table>
<p>&nbsp;</p>
<p>o Raw Materials</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Raw02.TGA"></td>
<td width="91%" valign="middle">Pieces of wood: Used for making items </td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Pets</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_Mektoub01.TGA"></td>
<td width="91%" valign="middle">A level 1 mektoub. This is a mount which can
be bought and then used to travel more quickly and to carry resources </td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Jewels</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/help_item3.TGA"></td>
<td width="91%" valign="middle">Level 1 ring </td>
</tr>
</table>
<p>&nbsp;</p>
<p>Level / quality</p>
<p>- Level</p>
<p>The higher the figure, the higher the level. </p>
<p>Note: You must have at least reached the level indicated on the icon in order
to gain full advantage the given item.</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_weapon04.TGA"></td>
<td width="91%" valign="middle">Level 4 Matis bowgun.</td>
</tr>
</table>
<p>&nbsp;</p>
<p>- Quality</p>
<p>The term &quot;quality&quot; is used for resources. The higher the figure the
better the quality. </p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_meat01.TGA"></td>
<td width="91%" valign="middle">Here you can see quality 2 pieces of meat
</td>
</tr>
</table>
<p>&nbsp;</p>
<p>Quantity</p>
<p>Example:</p>
<table width="75%" border="0">
<tr>
<td width="9%"><img src="../Graph/abilities_items/Icone_meat01.TGA"></td>
<td width="91%" valign="middle">Here you can see 4 pieces of meat.</td>
</tr>
</table>
<p>&nbsp;</p><p> Please note, the weight of the item(s) will be taken into account. Be careful
not to overload.<br>
<br>
</p>
<p><br>
</p>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
</p>
</body>
</html>

@ -1,42 +0,0 @@
<html>
<head>
<title>Abilities and items</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" text="#000000">
<h1>Abilities and items</h1>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p>Step 1: What is an item ? </p>
<p>In Atys, this term encompasses the following categories:</p>
<p>&middot; Melee weapons </p>
<p>&middot; Range weapons</p>
<p>&middot; Ammunition for your range weapons</p>
<p>&middot; Clothing</p>
<p>&middot; Armor, shields, helmets</p>
<p>&middot; Tools for making items</p>
<p>&middot; Raw materials used for the composition of items</p>
<p>&middot; Tools for the extraction of raw materials from the ground, on plants
or animal corpses</p>
<p>&middot; Taming tools to guide pack-animals</p>
<p>&middot; Tools to develop your characteristics (power&#133;), your life points,
your stamina, your sap or your resistance capacity (resistance against magic&#133;)
</p>
<p><br>
<br>
</p>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
</p>
</body>
</html>

@ -1,42 +0,0 @@
<html>
<head>
<title>Abilities and items</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" text="#000000">
<h1>Abilities and items</h1>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p>Step 1: What is an item ? </p>
<p>In Atys, this term encompasses the following categories:</p>
<p>&middot; Melee weapons </p>
<p>&middot; Range weapons</p>
<p>&middot; Ammunition for your range weapons</p>
<p>&middot; Clothing</p>
<p>&middot; Armor, shields, helmets</p>
<p>&middot; Tools for making items</p>
<p>&middot; Raw materials used for the composition of items</p>
<p>&middot; Tools for the extraction of raw materials from the ground, on plants
or animal corpses</p>
<p>&middot; Taming tools to guide pack-animals</p>
<p>&middot; Tools to develop your characteristics (power&#133;), your life points,
your stamina, your sap or your resistance capacity (resistance against magic&#133;)
</p>
<p><br>
<br>
</p>
<table width="75%" border="0">
<tr>
<td width="25%"><a href="abilities_item.html">back </a></td>
<td width="75%"><a href="../help.html">home</a></td>
</tr>
</table>
<p><br>
</p>
</body>
</html>

Some files were not shown because too many files have changed in this diff Show More

Loading…
Cancel
Save