Fixed: #1135 Merge changes from Ryzom patch 1.10

This commit is contained in:
kervala 2010-10-30 13:50:56 +02:00
parent 31507b3de4
commit 8abae36b23
31 changed files with 621 additions and 605 deletions

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<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
<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>

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<html><body>
<head>
<title>The Saga Of Ryzom Credits</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
</head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%">
<tr>
<td align="center">

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<html>
<html>
<head>
<title>Ryzom Help</title>
</head>
<body>
<body bgcolor="#33333300" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table cellspacing="0" cellpadding="0" border="0" width=100% height="100%">
<tr>
<td valign=top >
<div class=content>
<h1>Tutorial</h1>
<p>- How To Move : <a href="ah:launch_help&url=qh_motion.html">Go</a></p>
<p>- How To Use Windows : <a href="ah:launch_help&url=qh_windows.html">Go</a></p>
<p>- How To Fight : <a href="ah:launch_help&url=qh_fight.html">Go</a></p>
<p>- How To Do Magic : <a href="ah:launch_help&url=qh_magic.html">Go</a></p>
<p>- How To Find Your Way : <a href="ah:launch_help&url=qh_orientation.html">Go</a></p>
<p>- How to Move: <a href="ah:launch_help&url=qh_motion.html">Go</a></p>
<p>- How to Use Windows: <a href="ah:launch_help&url=qh_windows.html">Go</a></p>
<p>- How to Fight: <a href="ah:launch_help&url=qh_fight.html">Go</a></p>
<p>- How to Do Magic: <a href="ah:launch_help&url=qh_magic.html">Go</a></p>
<p>- How to Get Your Bearings: <a href="ah:launch_help&url=qh_orientation.html">Go</a></p>
<p>&nbsp;</p>
<h1>How to</h1>
<p>- Heal yourself : <a href="ah:launch_help&url=how_to_selfheal.html">Go</a></p>
<p>- Heal others : <a href="ah:launch_help&url=how_to_healothers.html">Go</a></p>
<p>- Cast offensive spells : <a href="ah:launch_help&url=how_to_castoffensivespells.html">Go</a></p>
<p>- Change items in hand : <a href="ah:launch_help&url=how_to_changeitemsinhand.html">Go</a></p>
<p>- Find raw material sources : <a href="ah:launch_help&url=how_to_findrawmaterialsources.html">Go</a></p>
<p>- Extract raw material from a source : <a href="ah:launch_help&url=how_to_extractrawmaterialsfromasource.html">Go</a></p>
<p>- Resuscitate a friend : <a href="ah:launch_help&url=how_to_resurectadeadfriend.html">Go</a></p>
<p>- Heal yourself: <a href="ah:launch_help&url=how_to_selfheal.html">Go</a></p>
<p>- Heal others: <a href="ah:launch_help&url=how_to_healothers.html">Go</a></p>
<p>- Cast offensive spells: <a href="ah:launch_help&url=how_to_castoffensivespells.html">Go</a></p>
<p>- Change items in hand: <a href="ah:launch_help&url=how_to_changeitemsinhand.html">Go</a></p>
<p>- Find raw materials: <a href="ah:launch_help&url=how_to_findrawmaterialsources.html">Go</a></p>
<p>- Extract raw materials: <a href="ah:launch_help&url=how_to_extractrawmaterialsfromasource.html">Go</a></p>
<p>- Resurrect a dead friend: <a href="ah:launch_help&url=how_to_resurectadeadfriend.html">Go</a></p>
<p>&nbsp;</p>
<h1>Interfaces</h1>
<p>- p's IDENTITY : <a href="ah:proc&Help_Sheet">Go</a></p>
<p>- MY GAUGE : <a href="ah:proc&Help_MyGauges">Go</a></p>
<p>- TARGET GAUGE : <a href="ah:proc&Help_TargetGauges">Go</a></p>
<p>- HANDS : <a href="ah:proc&Help_ActionBar">Go</a></p>
<p>- MAIN CHAT : <a href="ah:proc&Help_Chat">Go</a></p>
<p>- COMPASS : <a href="ah:proc&Help_Compass">Go</a></p>
<p>- ANIMALS : <a href="ah:proc&Help_Animals">Go</a></p>
<p>- PROGRESSION : <a href="ah:proc&Help_ActionBook">Go</a></p>
<p>&nbsp;</p>
<p>- My Statistics: <a href="ah:proc&Help_Sheet">Go</a></p>
<p>- My Gauges: <a href="ah:proc&Help_MyGauges">Go</a></p>
<p>- Target: <a href="ah:proc&Help_TargetGauges">Go</a></p>
<p>- Action Bar: <a href="ah:proc&Help_ActionBar">Go</a></p>
<p>- Main Chat: <a href="ah:proc&Help_Chat">Go</a></p>
<p>- Compass: <a href="ah:proc&Help_Compass">Go</a></p>
<p>- Animals: <a href="ah:proc&Help_Animals">Go</a></p>
<p>- Actions: <a href="ah:proc&Help_ActionBook">Go</a></p>
<p>- NPC Trade: <a href="ah:proc&Help_TradeNPC">Go</a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
</div>

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<html>
<html>
<head>
<title></title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center">
<h1>How to cast offensive spells</h1>
</td>
</tr>
</table>
<h1>How to cast offensive spells</h1>
<P>
In order to cast offensive spells, you must target a foe by clicking on them and then clicking on the spell icon in the 'Hands Bar' interface.
You cannot cast offensive spells against the NPCs in the towns and villages.<BR>
Most of the game areas are not flagged as PvP meaning that you will not be able to cast offensive spells against other players in these areas.
In order to cast offensive spells, you must target a foe by clicking on them and then clicking on the spell icon in the 'action bar' interface.
You cannot cast offensive spells against the NPCs in the towns and villages.</p>
<br><p>
Most of the game areas are not flagged as PvP, meaning that you will not be able to cast offensive spells against other players in these areas.
</P>

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<html>
<html>
<head>
<title></title>
<title>How to Change Items in Hand</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center">
<h1>How to change the items in your hands</h1>
</td>
</tr>
</table>
<h1>How to change the items in your hands</h1>
<P>
The item that you are holding in your right hand is displayed at the right hand end of the 'Hands Bar' interface.
If the item takes up both of your hands, then a copy of the icon also appears in a half tone at the left hand end of the Hands Bar.
In order to change the item in your right hand click on the icon at the right end of the Hands Bar.
<p>The item that you are holding in your right hand is displayed at the right hand end of the 'action bar' interface.
If the item takes up both of your hands, then a copy of the icon also appears in a half tone at the left hand end of the action bar.</p>
<br><p>In order to change the item in your right hand, click on the icon at the right end of the Hands Bar.
A pop-up window will appear showing all of the items in your inventory that can be carried in your right hand.
Click on the item to place it in your hand.<BR>
Note that items in your hands can't be used for a few seconds after they are changed.
The action icons in the Hands Bar are all displayed in half tones to represent that they cannot be used during this time.
</P>
Click on the item to equip it.</p>
<br><p>Note that items in your hands can't be used for a few seconds after they are changed.
The action icons in the action bar are all displayed in gray to represent that they cannot be used during this time.
</p>
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<html>
<head>
<title></title>
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<html>
<html>
<head>
<title></title>
<title>How to Extract Raw Materials</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<h1>How to extract raw materials from a source</h1>
<P>Prerequisite : <A HREF="ah:launch_help&url=how_to_findrawmaterialsources.html">How to find raw material sources</A></P>
<p>
<h4>For beginners</h4>
You must ensure that you have a foraging tool in your hand (typically a pick).
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center">
<h1>How to extract raw materials</h1>
</td>
</tr>
</table>
<p>See first: <A HREF="ah:launch_help&url=how_to_findrawmaterialsources.html">How to find raw materials</A></P>
<br><h4>Beginning</h4>
<p>You must ensure that you have a foraging tool in your hand (typically a pick).
Look at the right hand slot of the 'hands bar'.
Click on the source to target it.
Click a second time to begin extraction.
This will start running the default foraging action repeatedly.
</P>
<h4>Advanced</h4>
<br><h4>Advanced</h4>
<P>
When you know several foraging actions, either learnt from your forager trainer
or built by yourself with combined stanzas, you can click the action you want to start,
@ -25,16 +32,16 @@ an extraction, you can switch from one action to another. For example, if the ex
gets dangerous (watch the glow and colour of the source, or the 'extraction risk' bar),
you should rush at a Ground Stability care action, or the source will blow up!
</p>
<p>
<br><p>
Actions that are more effective are often more dangerous too. Damage
caused by your actions can result in explosions, poisonous gas clouds
or even in provoking the wrath of the local Kamis.
</p>
<p>
<br><p>
The default foraging action, used if you click a source twice, is the leftmost and topmost
foraging action in the 'hands' bar. Then you can assign it to any action you want.
</p>
<p>
<br><p>
Unlike combat actions, all extraction actions are cyclic.
This means that you only need to click on an action once to start performing it and it will repeat indefinitely - or at least until you click on another action or stop extracting.
</p>

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<html>
<html>
<head>
<title></title>
<title>How to Find Raw Materials</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center">
<h1>How to find raw materials</h1>
</td>
</tr>
</table>
<h1>Where to find raw material sources</h1>
<p>
In order to use 'extraction' actions you will need to locate a 'raw material source'.
In order to use 'extraction' actions you will need to locate a raw material source.
Sources have a green phosphorescent glow and a green name over them.
Sources appear randomly in some areas of the world.
Their appearance can also be provoked by players with prospecting actions.
</P>
<h4>Where are my prospecting actions ?</h4>
<P>
You have a prospecting action only if you started with enough 'forage' action packs.
If you don't have the prospecting action, at first you will have to extract either some randomly-appearing sources or extract sources prospected by another homin.
After some experience in extracting, your Forager Trainer will accept to teach you a prospecting action.
</P>
<P>
However, if you didn't choose any 'forage' action pack and you want to retrain into a forager career,
you will have to learn even an extracting action from your favorite trainer.
</P>
<h4>How to look for specific raw materials?</h4>
<P>
When your skill will be sufficient, your Forager Trainer will teach you new prospecting actions. Gradually,
they will allow you to refine your search...
</P>
<h4>I have found a raw material source, now what?</h4>
<P>
Once you can find or provoke the appearance of a raw material source, see <A HREF="ah:launch_help&url=how_to_extractrawmaterialsfromasource.html">How to extract raw materials</A>.
</P>
They can also be made to appear by players with prospecting actions.
</p>
<br><h4>Where are my prospecting actions?</h4>
<p>
You should have a basic prospecting action in your action bar. If the stanza does not appear in your action bar, drag and drop it from your action progression window.
or create it by right clicking on a free slot of the action bar.
</p>
<br><h4>How to look for specific raw materials?</h4>
<p>
When your skill is sufficient, your Forager Trainer will teach you new prospecting actions. Gradually,
they will allow you to refine your search.
</p>
<br><h4>I have found a raw material source, now what?</h4>
<p>
Once you have prospected a raw material source, see <a href="ah:launch_help&url=how_to_extractrawmaterialsfromasource.html">How to extract raw materials</a>.
</p>
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<html>
<html>
<head>
<title></title>
<title>How to Heal Others</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<h1>How to heal others</h1>
<p>
In order to heal other players you will need a heal spell (not a "self" power).
If you had taken at least a magician pack 2 during the character creation, you should have one,
else, you will need to learn one from the magic trainer.<br>
You need to target the player you wish to heal and click on the healing spell icon in the Hands Bar.<br>
If the action does not appear in your hands bar, drop it from your progression window.
or create it by right clicking on a free slot of the hands bar.
Note that if you only have a 'self' power, you will not be able to heal other players.
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center">
<h1>How to heal others</h1>
</td>
</tr>
</table>
<p>In order to heal other players you will need a heal spell (not a "self" power).
If you do not have one, you will need to learn one from the magic trainer.</p>
<br><p>You need to target the player you wish to heal and click on the healing spell icon in the action bar.
If the stanza does not appear in your action bar, drag and drop it from your action progression window.
or create it by right clicking on a free slot of the action bar.
Note that if you only have a "self" power, you will not be able to heal other players.
</p>
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<html>
<html>
<head>
<title></title>
<title>How to Resurrect a Dead Friend</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center">
<h1>How to resurrect a dead friend</h1>
</td>
</tr>
</table>
<h1>How to resuscitate a dead friend</h1>
<p>
In Ryzom players who loose all of their hit points fall into a coma.
In Ryzom, players who lose all of their hit points fall into a coma.
When they are in a coma their hit point bar starts to fill up with a
deep red color. When the bar is completely full they die and must
choose a bind point and re-spawn. Comatose players can be resuscitated.
Dead players cannot.<br>
One resuscitates players by casting heal spells on their comatose
corpses.
choose a respawn point to re-spawn. Comatose players can be revived.
Dead players cannot.</p>
<br><p>You can revive players by casting heal spells on their comatose
bodies.
Each heal spell makes the deep red bar recede. Casting sufficient heal
spells to completely eliminate the dark red brings the comatose player
back to life.

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<html>
<html>
<head>
<title></title>
<title>How to Heal Yourself</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<h1>How to heal yourself</h1>
<P>
You will recover naturally from damage inflicted to you by foes.
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center">
<h1>How to heal yourself</h1>
</td>
</tr>
</table>
<P>You will recover naturally from damage inflicted to you by foes.
You will recover faster if you sit down than if you remain standing.
The rate at which you heal is determined by your Metabolism score.<br>
The rate at which you heal is determined by your Metabolism score.</p>
You can also heal yourself with powers called “self heal life” you can find by your trainers.
If the power does not appear in your hands bar, drop it from your progression windows or create it by right clicking on a free slot of the hands bar.
Now that you have the “self heal life” power in your hands bar, just click on the icon to activate it.
You dont need to target yourself to perform this action.<br>
<br><p>You can also heal yourself with powers called "self heal life", which you can get from trainers.
If the stanza does not appear in your action bar, drag and drop it from your action progression window or
create it by right clicking on a free slot of the action bar.
Now that you have the "self heal life" stanza in your action bar, just click on the icon to activate it.
You dont need to target yourself to perform this action.</p>
You can also use the “restore sap” and “restore stamina” stanzas in this power to heal your sap points or your stamina points.
Each time that you create a “self heal” power, you need to choose a time credit wich define how long your self heal abilities will be disabled.
Note that this timer is common to ALL self heals…so you cannot use a self heal hit points power and use a self heal stamina just after it.
</P>
<br><p>You can also use the "restore sap" and "restore stamina" stanzas in this stanza to heal your sap points or your stamina points.
Each time that you create a "self heal" stanza, you need to choose a time credit wich define how long your self heal abilities will be disabled.
Note that this timer is common to ALL self heals, so you cannot use a self heal life stanza and use a self heal stamina immediately after it.
</p>
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<html>
<html>
<head>
<title></title>
<title>Action Bar</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>

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<html>
<html>
<head>
<title></title>
<title>Action Progression</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%" border="0" cellspacing="4" cellpadding="0">
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<P>
This interface allows you to see the progression of your skills and the progression of your actions.
This window allows you to see the progression of your skills and the progression of your actions.
</P>
<P>
<h4>Skill Tree</h4>
The <a href="ah:context_help&target=ui:interface:phrase_book:content:content:sbtree&text=uiSkillTree">Skill Tree</a> allows you to see the state of your skills. <BR>
You have the current level of the skill over it's max level (eg: Craft: 1/20</a>). <BR>
The bar indicate the progression in the current skill level. <BR>
The color of the skill indicates either: <BR>
- transparent: skill not trained <BR>
- orange: skill currently trained <BR>
- green: skill completed <BR>
<BR>
When you complete a skill, new skills are opened. you can browse the skill tree, clicking on "+". <BR>
The whole skill tree is not displayed. Only completed skills, currently trained skills,
and the untrained skills that relies directly on a trained skill are displayed. <BR>
<h4>Actions</h4>
The Actions part shows the actions you can learn or the actions you have learnt at each skill level. <BR>
You have to <a href="ah:context_help&target=ui:interface:phrase_book:content:content:sbtree:tree_list:0&itext=Select">select a skill</a> to see the actions related to this skill. <BR>
The actions you have not learnt are grayed. <BR>
The actions you can either not learn because the requirements are not met (e.g.: you don't reach the required skill level) are in Red. <BR>
The actions are separated in two groups:
<br><h4>Skill Tree</h4>
The <a href="ah:context_help&target=ui:interface:phrase_book:content:content:sbtree&text=uiSkillTree">Skill Tree</a> allows you to see the state of your skills.
<BR>It displays the current level of the skill and its max level (eg: Craft: 1/20</a>).
<BR>The bar indicates the progression in the current skill level.
<BR>The color of the skill indicates either:
<BR>- transparent: skill not trained
<BR>- orange: skill currently trained
<BR>- green: skill completed
<BR><BR>When you complete a skill, a new part of the tree is opened, which you can see by clicking on "+".
<BR>The whole skill tree is not displayed. Only completed skills, currently trained skills,
and the untrained skills that relies directly on a trained skill are displayed.
<br><h4>Actions</h4>
The Actions part shows the actions you can learn or the actions you have learnt at each skill level.
<BR>You have to <a href="ah:context_help&target=ui:interface:phrase_book:content:content:sbtree:tree_list:0&itext=Select">select a skill</a> to see the actions related to this skill.
<BR>The actions you have not learned are grayed out.
<BR>The actions you cannot learn because you do not meet the requirements (e.g. you don't have the required skill level) displayed are in red.
<br><br>The actions are separated in two groups:
<a href="ah:context_help&target=ui:interface:phrase_book:content:tab_group:action_select:tab0&text=uitabPhraseActions">Actions</a>, and
<a href="ah:context_help&target=ui:interface:phrase_book:content:tab_group:action_select:tab1&text=uitabPhraseUpgrades">Action Upgrades</a>.<BR>
You can drag and drop an Action to your action bar, while you cannot drag an Action Upgrade because they are either characteristic upgrades, or action upgrade
which are not castable.<BR>
</P>
<a href="ah:context_help&target=ui:interface:phrase_book:content:tab_group:action_select:tab1&text=uitabPhraseUpgrades">Upgrades</a>.
<BR><br>You can drag and drop an Action to your action bar, but you cannot drag an Action Upgrade because they are either characteristic upgrades, or action upgrades
which are not castable directly.
<BR></P>
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<title></title>
<title>Animals</title>
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</head>
<body marginheight="0" marginwidth="0" topmargin="0" leftmargin="0"
alink="#0000ff" vlink="#ff0000" link="#00ff00" text="#ffffff"
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@ -22,15 +21,15 @@
<p>This interface references all of the animals in your posession. It
closely resembles the 'team' interface.<br>
<h4>Basics</h4>
<a href="">Selection</a> : In order to select an animal you must click
on their name. You can only select animals that are physically close to
you. Clicking on the name of animal who is too far away has no effect.<br>
<a href="">Orders</a> : The context menu on the right mouse button is
<a href="">Selection</a>: In order to select an animal you must click
on its name. You can only select animals that are physically close to
you. Clicking on the name of animal who is too far away has no effect.
<br><a href="">Orders</a>: The context menu on the right mouse button is
used to give orders to your animals. Click the right mouse button on
the name of an animal in order to give it individual orders. Click the
right mouse button on the title bar of the animals interface in order
to give the same orders to all of the animals at once.<br>
<a href="">Stables</a> : When you are close to stable buildings you can
to give the same orders to all of the animals at once.
<br><a href="">Stables</a>: When you are close to stable buildings you can
order your animals to enter or leave. Stables are places where your
animals are safe. Given that your animals can be attacked and cannot be
resurreted when they die, you are strongly recomended to leave your
@ -38,26 +37,26 @@ animals in stables whenever you don't have an immediate need for them.
There is a stable building located at the entrance to each town and
village. Note that when you are close to the stables where your animals
are located you continue to the inventories of items that they are
carrying.<br>
<h4>Description</h4>
<a href="">Name or Type</a> : Indicates whether an animal is a steed or
a pack animal.<br>
<a href="">Weight</a> : Displays the total weight carried by your
carrying.
<br><h4>Description</h4>
<a href="">Name or Type</a>: Indicates whether an animal is a steed or
a pack animal.
<br><a href="">Weight</a>: Displays the total weight carried by your
animal (a value followed by the 'weight' icon). Weight has no impact at
all on your pack animals. The value is purely informative.<br>
<a href="">Life</a> :The red bar represents your animal's life (hit
all on your pack animals. The value is purely informative.
<br><a href="">Life</a>:The red bar represents your animal's life (hit
points). When the bar is empty your animal will die. A dead animal
cannot be brought back to life. One can only retrieve the items that
they were carrying.<br>
<a href="">Bulk</a> : The yellow bar (the last bar) represents the bulk
they were carrying.
<br><a href="">Bulk</a>: The yellow bar (the last bar) represents the bulk
of the items carried by the animal.
When the bar is full it becomes impossible to add more items to the
animal's inventory.<br>
<a href="">Inventory</a> : The icon depicting a chest (displayed on the
animal's inventory.
<br><a href="">Inventory</a>: The icon depicting a chest (displayed on the
right) gives access to the items transported by an animal. You are
always allowed to look at the items carried by all of your animals.
However, you cannot do anything with items that are carried by animals
who are not near by.<br>
</p>
who are not near by.
<br></p>
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<html>
<html>
<head>
<title></title>
<title>Trade With an NPC</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center">
<h1>Trade With a NPC</h1>
<h1>Trade With an NPC</h1>
</td>
</tr>
</table>
<P>
This interface allows you to buy and sell items to a NPC.
This window allows you to buy from and sell items to a NPC.
</P>
<P>
<h4>Sell List</h4>
The Sell List allows you to sell your items (either from your Bag, or from a Pack Animal). <BR>
When You sell an item to a NPC, this NPC will resell it to other players under certain conditions:<BR>
- Raw Materials can always be resold<BR>
- Item freshly crafted (i.e. never damaged) such as swords, armors, ammo etc... can be resold<BR>
<BR>
When you sell an item to the NPC, it will ask you a 'Resale Price' which is the 'Basic Price' multiplied by 2 by default.
Other players will be able to buy this item at this 'Resale Price'.<BR>
Following rules are applied for those prices:<BR>
- When you sell the item to the NPC, you receive immediatly the 'Basic Price'<BR>
- You will receive the difference 'Resale Price' - 'Basic Price' once some player buy your item<BR>
<BR>
Note: you can sell any item to any NPC. For instance, you can sell swords to Raw Material merchant.<BR>
<BR>
The Sell List allows you to sell your items (either from your Bag, or from a Pack Animal).
<BR>When You sell an item to a NPC, this NPC will resell it to other players under certain conditions:
<BR>- Raw Materials can always be resold
<BR>- Item freshly crafted (i.e. never damaged) such as swords, armors, ammo etc... can be resold
<h4>Buy List</h4>
The 'Buy List' allows you to buy items from NPC. There is 2 Lists: <BR>
- 'Players and NPC Sale' shows all the items put in resale by all players and the one sold by merchant. <BR>
Note: you'll see only items of type and quality related to the merchant (e.g.: players swords resale won't be seen at the Raw Materials Merchant, and you won't see Swords of quality 100 at the Weapon Merchant of quality 20-50)<BR>
Note: NPC items are usually of higher price and lesser interest than Players 's items.<BR>
- 'Your Sale' shows all the items you have sold and that are waiting for resale. NB: Unlike 'Players Sale' you see all your items sold here (not filtered by type or quality)<BR>
<BR>
In the 'Your Sale' tab, and sometimes in the 'Players and NPC Sale' tab, you'll see items that were sold by you (marked with yellow text). You can retire those items so you can change the Resale Price.<BR>
<BR>
Note: Items are resold within a certain amount of time. You can see the resale time left for each item you have put in resale. After this time, the item is lost (kept by the NPC)
<BR><BR>When you sell an item to the NPC, it will ask you a 'Resale Price' which is the 'Basic Price' multiplied by 2 by default.
Other players will be able to buy this item at this 'Resale Price'.
<BR>Following rules are applied for those prices:
<BR>- When you sell the item to the NPC, you receive immediatly the 'Basic Price'
<BR>- You will receive the difference 'Resale Price' - 'Basic Price' once some player buy your item
<BR><BR>Note: you can sell any item to any NPC. For instance, you can sell swords to Raw Material merchant.
<BR><h4>Buy List</h4>
The 'Buy List' allows you to buy items from NPC. There are 2 Lists:
<BR>- 'Players and NPC Sale' shows all the items put in resale by all players and the one sold by merchant.
<BR>Note: you'll see only items of type and quality related to the merchant (e.g.: players swords resale won't be seen at the Raw Materials Merchant, and you won't see Swords of quality 100 at the Weapon Merchant of quality 20-50)
<BR>Note: NPC items are usually of higher price and lesser interest than Players 's items.
<BR>- 'Your Sale' shows all the items you have sold and that are waiting for resale. NB: Unlike 'Players Sale' you see all your items sold here (not filtered by type or quality)
<BR><BR>In the 'Your Sale' tab, and sometimes in the 'Players and NPC Sale' tab, you'll see items that were sold by you (marked with yellow text). You can retire those items so you can change the Resale Price.
<BR><BR>Note: Items are resold within a certain amount of time. You can see the resale time left for each item you have put in resale. After this time, the item is lost (kept by the NPC)
</P>
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<head>
<title></title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
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<title></title>
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?<html>
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<head>
<title></title>
<title>My Statistics</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
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@ -17,66 +17,66 @@
<BR>
<!-- Content -->
<p>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:title:player_title&text=uiTitle"><i>uiPlayerTitle</i></a> : Dislays the name of other players when they look at your character.<BR>
Click on the <a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:title:player_title&text=uiTitle">current title</a> to display the list of titles that you have won and select those that you prefer the most.
As you progress through the game, you will earn new titles which will be added automatically to this list.<BR>
The <a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:inf&text=uiInfo"><i>uiInfo</i></a> button allows you to see exactly what is required in order to earn the title currently displayed.<BR>
<BR>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:guild:name&text=uiGuild"><i>uiGuildMembership</i></a> : If you are a member of a guild, the name of the guild will be displayed here.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:title:player_title&text=uiTitle"><i>uiPlayerTitle</i></a>: Dislays the title other players will seewhen they look at your character.
<BR>Click on the <a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:title:player_title&text=uiTitle">current title</a> to display the list of titles that you have won and select the one that you wish to display.
As you progress through the game, you will earn new titles which will be added to this list.
<BR>The <a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:title&text=uiInfo"><i>uiInfo</i></a> button allows you to see what is required in order to earn the title currently displayed.
<h3><i>uiScoreTable</i></h3>
<BR><BR><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:guild:name&text=uiGuild"><i>uiGuildMembership</i></a>: If you are a member of a guild, the name of your guild will be displayed here.
<br><br><h3><i>uiScoreTable</i></h3>
<h6><i>uiValues</i></h6>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:scores:black:lif&text=uiHP"> <i>uiHP</i> </a> : Your life - when your life points drop to 0, you will fall into a coma and, if you are not treated immediately by your friends, you will die.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:scores:black:sap&text=uiSap"> <i>uiSap</i> </a> : Your magic points - when your level of sap is low, you will no longer be able to cast spells.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:scores:black:sta&text=uiStamina"> <i>uiStamina</i></a> : Your special attack energy - when your level of stamina is low, you will no longer be able to carry out special attacks and must be satisfied instead with the "default attack" until your stamina regenerates.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:scores:black:foc&text=uiFocus"> <i>uiFocus</i> </a> : Your forage energy - when your level of concentration is low, you will no longer be able to carry out forage actions.
<h6><i>uiRegeneration</i></h6>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:scores:black:hpreg&text=uiHP"> <i>uiHP</i> </a> : Points regenerate in 10 seconds.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:scores:black:sapreg&text=uiSap"> <i>uiSap</i> </a> : Points regenerate in 10 seconds.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:scores:black:stareg&text=uiStamina"><i>uiStamina</i></a> : Points regenerate in 10 seconds.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:scores:black:focreg&text=uiFocus"> <i>uiFocus</i> </a> : Points regenerate in 10 seconds.<br>
NOTE : You will recover more quickly in a sitting position.<BR>
<a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:scores:black:lif&text=uiHP"> <i>uiHP</i></a>: Your life - when your life points drop to 0, you will fall into a coma and, if you are not healed by your friends, you will die.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:scores:black:sap&text=uiSap"> <i>uiSap</i></a>: Your magic points - when your sap is low, you will no longer be able to cast spells.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:scores:black:sta&text=uiStamina"> <i>uiStamina</i></a>: Your stamina - when your stamina is low, you will no longer be able to carry out special attacks and must use the "default attack" until your stamina regenerates or is healed.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:scores:black:foc&text=uiFocus"> <i>uiFocus</i></a>: Your focus - when your focus is low, you will no longer be able to carry out forage or crafting actions.
<h3><i>uiCaracsTable</i></h3>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:caracs:black:hpmax&text=uiCarac_HpMax"> <i>uiCarac_HpMax</i> </a> : Determines the maximum value of your Life Points.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:caracs:black:sapmax&text=uiCarac_SapMax"> <i>uiCarac_SapMax</i> </a> : Determines the maximum value of your Sap.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:caracs:black:stamax&text=uiCarac_StaMax"> <i>uiCarac_StaMax</i> </a> : Determines the maximum value of your Stamina.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:caracs:black:focmax&text=uiCarac_WishMax"><i>uiCarac_WishMax</i></a> : Determines the maximum value of your Concentration.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:caracs:black:hpreg&text=uiCarac_HpReg"> <i>uiCarac_HpReg</i> </a> : Determines the rate of regeneration of your Life Points.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:caracs:black:sapreg&text=uiCarac_SapReg"> <i>uiCarac_SapReg</i> </a> : Determines the rate of regeneration of your Sap.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:caracs:black:stareg&text=uiCarac_StaReg"> <i>uiCarac_StaReg</i> </a> : Determines the rate of regeneration of your Stamina.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:caracs:black:focreg&text=uiCarac_WishReg"><i>uiCarac_WishReg</i></a> : Determines the rate of regeneration of your Concentration.<br>
<br><h6><i>uiRegeneration</i></h6>
<a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:scores:black:hpreg&text=uiHP"> <i>uiHP</i></a>: Points regenerated in 10 seconds.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:scores:black:sapreg&text=uiSap"> <i>uiSap</i></a>: Points regenerated in 10 seconds.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:scores:black:stareg&text=uiStamina"><i>uiStamina</i></a>: Points regenerated in 10 seconds.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:scores:black:focreg&text=uiFocus"> <i>uiFocus</i></a>: Points regenerated in 10 seconds.
<br><br>NOTE: You will recover more quickly when you are sitting down.
<h3><i>uiSkillPoints</i></h3>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:skillpoints:black:sp0&text=uiSkillPoints0"><i>uiSkillPoints0</i></a> : Points used for learning with the Combat Trainers (PNJ).
You will earn points based on how your Combat abilities progress.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:skillpoints:black:sp1&text=uiSkillPoints1"><i>uiSkillPoints1</i></a> : Points used for learning with the Magic Trainers (PNJ).
You will earn points based on how your Magic abilities progress.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:skillpoints:black:sp2&text=uiSkillPoints2"><i>uiSkillPoints2</i></a> : Points used for learning with the Craft Trainers (PNJ).
You will earn points based on how your Craft abilities progress.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:skillpoints:black:sp3&text=uiSkillPoints3"><i>uiSkillPoints3</i></a> : Points used for learning with the Harvest Trainers (PNJ).
You will earn points based on how your Harvest abilities progress.<br>
<BR><br><h3><i>uiCaracsTable</i></h3>
<a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:caracs:black:hpmax&text=uiCarac_HpMax"> <i>uiCarac_HpMax</i> </a>: Determines the maximum value of your Life Points.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:caracs:black:sapmax&text=uiCarac_SapMax"> <i>uiCarac_SapMax</i> </a>: Determines the maximum value of your Sap.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:caracs:black:stamax&text=uiCarac_StaMax"> <i>uiCarac_StaMax</i> </a>: Determines the maximum value of your Stamina.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:caracs:black:focmax&text=uiCarac_WishMax"><i>uiCarac_WishMax</i></a>: Determines the maximum value of your Concentration.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:caracs:black:hpreg&text=uiCarac_HpReg"> <i>uiCarac_HpReg</i> </a>: Determines the rate of regeneration of your Life Points.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:caracs:black:sapreg&text=uiCarac_SapReg"> <i>uiCarac_SapReg</i> </a>: Determines the rate of regeneration of your Sap.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:caracs:black:stareg&text=uiCarac_StaReg"> <i>uiCarac_StaReg</i> </a>: Determines the rate of regeneration of your Stamina.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:caracs:black:focreg&text=uiCarac_WishReg"><i>uiCarac_WishReg</i></a>: Determines the rate of regeneration of your Concentration.
<h3><i>uiCaracMisc</i></h3>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:misc:black:total_malus&text=uiTotalMalus"><i>uiTotalMalus</i></a> : This indicates the overall penalty for actions when you cast a spell or carry out forage or craft actions.
<br><br><h3><i>uiSkillPoints</i></h3>
<a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:skillpoints:black:sp0&text=uiSkillPoints0"><i>uiSkillPoints0</i></a>: Points used for learning with the Combat Trainers (NPC).
You will earn points based on how your Combat abilities progress.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:skillpoints:black:sp1&text=uiSkillPoints1"><i>uiSkillPoints1</i></a>: Points used for learning with the Magic Trainers (NPC).
You will earn points based on how your Magic abilities progress.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:skillpoints:black:sp2&text=uiSkillPoints2"><i>uiSkillPoints2</i></a>: Points used for learning with the Craft Trainers (NPC).
You will earn points based on how your Craft abilities progress.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:skillpoints:black:sp3&text=uiSkillPoints3"><i>uiSkillPoints3</i></a>: Points used for learning with the Harvest Trainers (NPC).
You will earn points based on how your Harvest abilities progress.
<br><br><h3><i>uiCaracMisc</i></h3>
<a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:misc:black:total_malus&text=uiTotalMalus"><i>uiTotalMalus</i></a>: This indicates the overall penalty for actions when you cast a spell or carry out forage or craft actions.
A higher malus implies a higher cost in energy, a long spell-casting time and a reduced area of effectiveness.
This total depends on the properties of the "Actions Malus" relating to the clothes and armor that you are wearing and the objects you are carrying.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:misc:black:bag_bulk&text=uiBagBulk"><i>uiBagBulk</i></a> : This indicates the total space occupied by the objects in your inventory.
When it is full, you will no longer be able to add items to your inventory.<br>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:misc:black:speed_factor&text=uiWeightSpeedFactor"><i>uiWeightSpeedFactor</i></a> : This indicates the effect on your speed of movement of the objects you are wearing or carrying in your inventory.
It can also be affected by spells (either positively or negatively as the case may be).<br>
This total depends on the properties of the "Actions Malus" relating to the clothes and armor that you are wearing and the objects you are carrying.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:misc:black:bag_bulk&text=uiBagBulk"><i>uiBagBulk</i></a>: This indicates the total space occupied by the objects in your inventory.
When it is full, you will no longer be able to add items to your inventory.
<br><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:misc:black:speed_factor&text=uiWeightSpeedFactor"><i>uiWeightSpeedFactor</i></a>: This indicates the effect on your speed of movement of the objects you are wearing or carrying in your inventory.
It can also be affected by spells (either positively or negatively as the case may be).
<h3><i>uiResistsTable</i></h3>
This table displays your level of resistance to spells.<BR>
For each type of spell, you have a different type of resistance. These values are based primarily on the level of your abilities, but can be modified by wearing jewelry.<BR>
The level of the attacker is based on the level of the ability being used to carry out the action. The higher your level is compared to your opponent, the greater your chances are of resisting (or partially resisting and therefore reducing the effects of the spell).<BR>
NOTE : Certain creatures possess special attacks that are not based on magic and cannot be resisted.<BR>
<br><br><h3><i>uiResistsTable</i></h3>
This table displays your level of resistance to spells.
<BR>For each type of spell, you have a different type of resistance. These values are based primarily on the level of your abilities, but can be modified by wearing jewelry.
<BR><br>The level of the attacker is based on the level of the ability being used to carry out the action. The higher your level is compared to your opponent, the greater your chances are of resisting (or partially resisting and therefore reducing the effects of the spell).
<BR><br>NOTE: Certain creatures possess special attacks that are not based on magic and cannot be resisted.
<h3><i>uiDefenseTitle</i></h3>
This table displays your defense level.<BR>
Depending on which moded you are in (dodge or block), one or other of these levels is the one that you will use against that of your opponent.<BR>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:dodge&text=uiDodge"><i>uiDodge</i></a> : The first figure represents the level you have at this moment and the second represents the level you have normally (without Bonus or Malus)<BR>
<a href="ah:context_help&target=ui:interface:info_player_skills:header_opened:parry&text=uiParry"><i>uiParry</i></a> : The first figure represents the level you have at this moment and the second represents the level you have normally (without Bonus or Malus)
<BR><br><h3><i>uiDefenseTitle</i></h3>
This table displays your defense level.
<br><BR>Depending on which moded you are in (dodge or block), one or other of these levels is the one that you will use against that of your opponent.
<BR><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:dodge&text=uiDodge"><i>uiDodge</i></a>: Displays your current Dodge level
<BR><a href="ah:context_help&target=ui:interface:info_player_skills:content:basics_skills:parry&text=uiParry"><i>uiParry</i></a>: Displays your current Parry level
</p>
</body>
</html>

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@ -1,41 +1,32 @@
<html>
<html>
<head>
<title></title>
<title>My Gauges</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center">
<h1><a href="ah:context_help&target=ui:interface:player&text=uimwBars">My Gauges</a></h1>
</td>
</tr>
</tbody>
</table>
<p>
<a
href="ah:context_help&target=ui:interface:player:header_opened&text=uiTitle">Name
<a href="ah:context_help&target=ui:interface:player:header_opened&text=uiTitle">Name
and title</a>: Your name followed by the title which you've chosen to
make visible to others.<br>
<br>
<a
href="ah:context_help&target=ui:interface:player:content:jlife&text=uiLife">Life</a>:
Your life level (hit points).<br>
<br>
<a
href="ah:context_help&target=ui:interface:player:content:jsap&text=uiSap">Sap</a>:
Used for magic action.<br>
<br>
<a
href="ah:context_help&target=ui:interface:player:content:jsta&text=uiStamina">Stamina</a>:
Used for any action (like fighting).<br>
<br>
<a
href="ah:context_help&target=ui:interface:player:content:jfoc&text=uiFocus">Focus</a>:
Used for prospection and material extraction.<br>
<br>
make visible to others.
<br><br><a href="ah:context_help&target=ui:interface:player:content:jlife&text=uiLife">Life</a>:
Your life level (hit points).
<br><br><a href="ah:context_help&target=ui:interface:player:content:jsap&text=uiSap">Sap</a>:
Used for magic action.
<br><br><a href="ah:context_help&target=ui:interface:player:content:jsta&text=uiStamina">Stamina</a>:
Used for any action (like fighting).
<br><br><a href="ah:context_help&target=ui:interface:player:content:jfoc&text=uiFocus">Focus</a>:
Used for prospection and material extraction.
</p>
</body>
</html>

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@ -1,11 +1,9 @@
?<html>
<html>
<head>
<title></title>
<title>Target</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center">
@ -14,19 +12,19 @@
</tr>
</table>
<p>
<a href="ah:context_help&target=ui:interface:target:header_opened&text=uiTitle">Name + Title</a>: Name of your target as well as their Title (or Function in the case of a non-player character).<BR>
<br>
<a href="ah:context_help&target=ui:interface:target:content:jlife&text=uiLife">Life</a>: Life (life points) of your target.<br>
<br>
<a href="ah:context_help&target=ui:interface:target:header_opened&text=uiTitle">Name + Title</a>: Name of your target as well as their title (or Function in the case of a non-player character).
<br><br><a href="ah:context_help&target=ui:interface:target:content:jlife&text=uiLife">Life</a>: Life (hit points) of your target.
<!--
<a href="ah:context_help&target=ui:interface:target:content:status&text=">Energy</a> : All the other energy levels of your target.<BR>
<br>
<a href="ah:context_help&target=ui:interface:target:header_opened:target_aggro&text=uiAggro">Agressivit</a> : Indique si votre adversaire est agressif ou non (rouge pour agressif, vert pour docile).<br>
<br>
-->
<a href="ah:context_help&target=ui:interface:target:header_opened:target_force&text=uiForce">Force</a>: Gives a general indication of the abilities of the target. The basic color gives an indication of the average level of the region where the target is located. The white stars preceded by a figure indicates the strength of the character within the region. Black stars are reserved for Named creatures (1 star) or the Bosses (2 stars).<br>
<br>
Average ability level by color:
<br><br><a href="ah:context_help&target=ui:interface:target:header_opened:target_tooltip&text=uiAggro">Level</a>: Gives a general indication of the abilities of the target. The basic color gives an indication of the average level of the region where the target is located. The white stars preceded by a figure indicates the strength of the character within the region. Black stars are reserved for Named creatures (1 star) or the Bosses (2 stars).
<br><br>Average ability level by color:
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center" bgcolor="#000000">-</td>

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@ -1,8 +1,8 @@
<html>
<head>
<title>Intro</title>
<title>Introduction</title>
</head>
<body>
<body bgcolor="#33333300" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%" border="0" cellspacing="4" cellpadding="0">
<tr>
<td align="center">
@ -15,7 +15,7 @@
</P>
<h6>Contacting Customer Support</h6>
<P>
A dedicated team of customer support representatives keep a watchful eye over Atys day and night. They can be contacted via the 'SUPPORT' button in the 'GAME' tab of the button menu on the right hand edge of the screen.<br>
A dedicated team of customer support representatives keep a watchful eye over Atys day and night. They can be contacted via the 'SUPPORT' option under the 'HELP' button in the button menu on the right hand edge of the screen.<br>
</P>
</body>
</html>

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@ -1,10 +1,10 @@
<html>
<head>
<title></title>
<title>Wie man kämpft</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<!-- ------------------ -->
@ -12,133 +12,142 @@
<!-- ------------------ -->
<P quick_help_events="next"
quick_help_link ="ah:context_help&target=ui:interface:target&text=uiTargetTitle">
Start by selecting your opponent. To do this, simply click on the character in the scene that you wish to attack.
Once you have done this, your target appears in
<a href="ah:context_help&target=ui:interface:target&text=uiTargetTitle">this window</a>.
1. Beginne, indem du deinen Gegner anwählst. Dazu klicke einfach auf den Mob oder den Spieler, den du angreifen möchtest.
Daraufhin erscheinen die Informationen über dein Ziel in
<a href="ah:context_help&target=ui:interface:target&text=uiTargetTitle">diesem Fenster</a>.
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
<br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- -------------- -->
<!-- Target & Radar -->
<!-- -------------- -->
<P quick_help_events="next"
<!-- <P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:radar&text=uimwRadar">
You can also look on the
Werfe auch einen Blick auf den
<a href="ah:context_help&target=ui:interface:radar&text=uimwRadar">Radar</a>.
This is the green dot.
Das ist der grüne Punkt.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
</P>-->
<!-- ---------------- -->
<!-- Target & Compass -->
<!-- ---------------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:compass&text=uimwCompas">
The opponent's direction can also be located using the
<a href="ah:context_help&target=ui:interface:compass&text=uimwCompas">Compass</a>.
To do this, do a right click on the
<a href="ah:context_help&target=ui:interface:compass&text=uimwCompas">Compass</a>
and select the name of your target.
2. Die Richtung, in der sich dein Gegner befindet, siehst du ebenso im
<a href="ah:context_help&target=ui:interface:compass&text=uimwCompas">Kompass</a>.
Dazu klicke rechts in den
<a href="ah:context_help&target=ui:interface:compass&text=uimwCompas">Kompass</a>
und wähle 'Ziel'.
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
<br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------------ -->
<!-- Simple Fight -->
<!-- ------------ -->
<P quick_help_events="next">
From here on you can fight. Simply click on
<A z_action_shortcut = "toggle_combat"></A>
or do a right click on your mouse and select ATTACK
(this is not always present as not everybody can be attacked).
3. Du kannst nun den Kampf beginnen. Drücke einfach <A z_action_shortcut = "toggle_combat"></A>
, doppeklicke auf dein Ziel oder wähle es mit Rechtsklick an und geh auf ANGREIFEN
(diese Option erscheint nicht immer, da nicht jeder oder alles angreifbar ist).
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
</P>
<!-- ------- -->
<!-- Weapons -->
<!-- ------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">
It is now possible to change weapons using this
<a href="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">window</a>.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
4. Es ist möglich Deine Waffe zu wechseln, und zwar mit Hilfe der
<a href="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">Aktionsleiste</a>.
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
</P>
<!-- ------------------ -->
<!-- Weapons Right Hand -->
<!-- ------------------ -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets:hands:handr&text=">
Do a left click on your mouse on
<a href="ah:context_help&target=ui:interface:gestionsets:hands:handr&text=">this button</a>
to display the list of weapons at your disposal.
Note : this list will be empty if you have no weapons.
quick_help_link="ah:context_help&target=ui:interface:gestionsets:hands:handr&text=wtHANDS">
5. Klicke links mit der Maus auf
<a href="ah:context_help&target=ui:interface:gestionsets:hands:handr&text=wtHANDS">diese Schaltfläche</a>,
um dir eine Liste der dir zur Verfügung stehenden Waffen anzeigen zu lassen.
<br><br>Anmerkung: Diese Liste ist leer, wenn du keine anderen Waffen hast.
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
<br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ----------------- -->
<!-- Weapons Left Hand -->
<!-- ----------------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets:hands:handl&text=">
In the same way, you can change your left hand weapon by pressing
<a href="ah:context_help&target=ui:interface:gestionsets:hands:handl&text=">HERE</a>.
As above nothing will happen if you have no left hand weapons.
quick_help_link="ah:context_help&target=ui:interface:gestionsets:hands:handl&text=wtHANDS">
6. Auf die selbe Weise kannst du die Waffe oder deinen Schild in deiner linken Hand wechseln, indem du
<a href="ah:context_help&target=ui:interface:gestionsets:hands:handl&text=wtHANDS">hier</a> klickst.
<br><br>Anmerkung: Diese Liste ist leer, wenn du keinen Schild oder keine Waffe für die linke Hand besitzt.
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
<br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------- -->
<!-- Actions -->
<!-- ------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets:shortcuts&text=uiActionShortcuts">
You can attack using actions other than those proposed by default.
For this you will need to have combat actions memorized in the
<a href="ah:context_help&target=ui:interface:gestionsets:shortcuts&text=uiActionShortcuts">Action Window</a>.
There is a single<a href="ah:context_help&target=ui:interface:gestionsets:shortcuts:s0&text=">slot</a>
for each combat action.
The background of the icon for these combat actions is composed of the following image <br>
<img src="qh_mf_back.tga">combat</img>
<br>
<br><a href="ah:submit_quick_help&next">- Continue -</a>
7. Du kannst mit anderen Aktionen angreifen als mit der Standardaktion.
Dazu benötigst du die Kampfaktionen, die im
<a href="ah:context_help&target=ui:interface:gestionsets:shortcuts&text=uiActionShortcuts">Aktionsbuch</a> gespeichert sind.
Es gibt einen eigenen <a href="ah:context_help&target=ui:interface:gestionsets:shortcuts:s0&text=uiAction">Slot</a>
für jede Kampfaktion.
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
</P>
<!-- ------------ -->
<!-- Memorisation -->
<!-- ------------ -->
<P quick_help_events="next">
Check that you have at least one memorized combat action.
If you haven't, then start by memorizing one
(<br><a href="qh_memorize.html">more info</a>).
8. Stelle sicher, dass du mindestens eine gespeicherte Kampfaktion hast.
Falls das nicht der Fall ist, erstelle eine und sichere sie.
<br>(<a href="qh_memorize.html">Mehr Informationen.</a>)
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
<br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ---------- -->
<!-- Activation -->
<!-- ---------- -->
<P quick_help_events="next">
Once you have memorized at least one combat action,
just click on it in order to go into combat mode
and activate the combat action in question.
A small icon will appear indicating that the action will be the next to be executed.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<P quick_help_events="next">
9. Sobald du mindestens eine Kampfaktion gespeichert hast,
klicke einfach auf sie, um in den Kampfmodus zu gehen
und aktiviere die jeweilige Kampfaktion.
Es wird ein kleines Icon erscheinen, das anzeigt, welche Aktion als nächstes ausgeführt wird.
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
</P>
<!-- ----- -->
<!-- Cycle -->
<!-- ----- -->
<P quick_help_events="next">
To cycle the action then just click on it again.
A new icon will appear indicating that this action is activated in cycles
(you can only cycle one action at a time).
10. Um die Aktion auf Wiederholung zu stellen, doppelklicke auf sie.
Ein neues Icon erscheint, das anzeigt, dass diese Aktion wiederholt durchgeführt wird
(du kannst nur eine Aktion gleichzeitig auf Wiederholung stellen).
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
<br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------ -->
<!-- Finish -->
<!-- ------ -->
<P quick_help_events="">
Now you know the rudiments of fighting.
<br><a href="qh_fight.html">-- Start again --</a>
Du kennst nun die Grundlagen des Kampfes.
<br><br><a href="qh_fight.html">- Noch einmal starten -</a>
</P>

View file

@ -1,10 +1,10 @@
<html>
<head>
<title></title>
<title>How to Fight</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<!-- ------------------ -->
@ -12,133 +12,129 @@
<!-- ------------------ -->
<P quick_help_events="next"
quick_help_link ="ah:context_help&target=ui:interface:target&text=uiTargetTitle">
Start by selecting your opponent. To do this, simply click on the character in the scene that you wish to attack.
Once you have done this, your target appears in
1. Start by selecting your opponent. To do this, simply click on the mob or player that you wish to attack.
Once you have done this, your targets information appears in
<a href="ah:context_help&target=ui:interface:target&text=uiTargetTitle">this window</a>.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- -------------- -->
<!-- Target & Radar -->
<!-- -------------- -->
<P quick_help_events="next"
<!-- <P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:radar&text=uimwRadar">
You can also look on the
<a href="ah:context_help&target=ui:interface:radar&text=uimwRadar">Radar</a>.
This is the green dot.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>-->
<!-- ---------------- -->
<!-- Target & Compass -->
<!-- ---------------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:compass&text=uimwCompas">
The opponent's direction can also be located using the
2. Your opponent's direction can be located using the
<a href="ah:context_help&target=ui:interface:compass&text=uimwCompas">Compass</a>.
To do this, do a right click on the
<a href="ah:context_help&target=ui:interface:compass&text=uimwCompas">Compass</a>
and select the name of your target.
and select 'Target'.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------------ -->
<!-- Simple Fight -->
<!-- ------------ -->
<P quick_help_events="next">
From here on you can fight. Simply click on
<A z_action_shortcut = "toggle_combat"></A>
or do a right click on your mouse and select ATTACK
(this is not always present as not everybody can be attacked).
3. From here on you can fight. Simply press <A z_action_shortcut = "toggle_combat"></A>
, double click your target, or right click and select ATTACK
(this is not always present as not everybody or everything can be attacked).
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------- -->
<!-- Weapons -->
<!-- ------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">
It is now possible to change weapons using this
<a href="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">window</a>.
4. It is possible to change your weapons using the
<a href="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">action bar</a>.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------------------ -->
<!-- Weapons Right Hand -->
<!-- ------------------ -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets:hands:handr&text=">
Do a left click on your mouse on
<a href="ah:context_help&target=ui:interface:gestionsets:hands:handr&text=">this button</a>
quick_help_link="ah:context_help&target=ui:interface:gestionsets:hands:handr&text=wtHANDS">
5. Left click on your mouse on
<a href="ah:context_help&target=ui:interface:gestionsets:hands:handr&text=wtHANDS">this button</a>
to display the list of weapons at your disposal.
Note : this list will be empty if you have no weapons.
<br><br>Note: this list will be empty if you have no other weapons.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ----------------- -->
<!-- Weapons Left Hand -->
<!-- ----------------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets:hands:handl&text=">
In the same way, you can change your left hand weapon by pressing
<a href="ah:context_help&target=ui:interface:gestionsets:hands:handl&text=">HERE</a>.
As above nothing will happen if you have no left hand weapons.
quick_help_link="ah:context_help&target=ui:interface:gestionsets:hands:handl&text=wtHANDS">
6. In the same way, you can change the weapon or shield in your left hand weapon by pressing
<a href="ah:context_help&target=ui:interface:gestionsets:hands:handl&text=wtHANDS">here</a>.
<br><br>Note: this list will be empty if you have no shield or left handed weapons.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------- -->
<!-- Actions -->
<!-- ------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets:shortcuts&text=uiActionShortcuts">
You can attack using actions other than those proposed by default.
7. You can attack using actions other than the default.
For this you will need to have combat actions memorized in the
<a href="ah:context_help&target=ui:interface:gestionsets:shortcuts&text=uiActionShortcuts">Action Window</a>.
There is a single<a href="ah:context_help&target=ui:interface:gestionsets:shortcuts:s0&text=">slot</a>
There is a single <a href="ah:context_help&target=ui:interface:gestionsets:shortcuts:s0&text=uiAction">slot</a>
for each combat action.
The background of the icon for these combat actions is composed of the following image <br>
<img src="qh_mf_back.tga">combat</img>
<br>
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------------ -->
<!-- Memorisation -->
<!-- ------------ -->
<P quick_help_events="next">
Check that you have at least one memorized combat action.
If you haven't, then start by memorizing one
(<br><a href="qh_memorize.html">more info</a>).
8. Check that you have at least one memorized combat action.
If you haven't, then start by memorizing one.
<br>(<a href="qh_memorize.html">more info</a>)
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ---------- -->
<!-- Activation -->
<!-- ---------- -->
<P quick_help_events="next">
Once you have memorized at least one combat action,
9. Once you have memorized at least one combat action,
just click on it in order to go into combat mode
and activate the combat action in question.
A small icon will appear indicating that the action will be the next to be executed.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ----- -->
<!-- Cycle -->
<!-- ----- -->
<P quick_help_events="next">
To cycle the action then just click on it again.
10. To cycle the action then just double click it.
A new icon will appear indicating that this action is activated in cycles
(you can only cycle one action at a time).
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------ -->
<!-- Finish -->
<!-- ------ -->
<P quick_help_events="">
Now you know the rudiments of fighting.
<br><a href="qh_fight.html">-- Start again --</a>
<br><br><a href="qh_fight.html">- Start again -</a>
</P>

View file

@ -1,10 +1,10 @@
<html>
<head>
<title></title>
<title>Wie man zaubert</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<!-- --------------------- -->
@ -12,55 +12,45 @@
<!-- --------------------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:target&text=uiTargetTitle">
<en>Start by selecting a target. This can be you, for example in the case where you need to heal yourself.
To do this, simply click on the character you wish to target in the scene.
Information on your target will appear in</en>
<de>Start by selecting a target. This can be you, for example in the case where you need to heal yourself.
To do this, simply click on the character you wish to target in the scene.
Information on your target will appear in</de>
<fr>Start by selecting a target. This can be you, for example in the case where you need to heal yourself.
To do this, simply click on the character you wish to target in the scene.
Information on your target will appear in</fr>
<a href="ah:context_help&target=ui:interface:target&text=uiTargetTitle">
<en>this window</en>
<de>this window</de>
<fr>this window</fr>
</a>.
1. Beginne, indem du ein Ziel auswählst. Klicke dazu einfach auf den Mob oder den Spieler. Informationen über dein Ziel erscheinen im
<a href="ah:context_help&target=ui:interface:target&text=uiTargetTitle">Zielfenster</a>.
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
<br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ----------- -->
<!-- Memorized ? -->
<!-- ----------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets:shortcuts&text=uiActionShortcuts">
Next make sure that you have memorized a magic action in
<a href="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">this window</a>.
The background of the icon for these magic actions is composed of the following images :<br>
<img src="qh_mp_back_offensive.tga">offensive magic</img>
<br>
<img src="qh_mp_back_curative.tga">healing magic</img>
<br>
If you have no magic actions memorized then you will have to memorize one
(<br><a href="qh_memorize.html">more info</a>).
quick_help_link="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">
2. Stelle als nächstes sicher, dass du eine Magie-Aktion in der
<a href="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">Aktionsleiste</a> hast.
Der Hintergrund des Icons für diese Magie-Aktionen setzt sich aus folgenden Bildern zusammen:
<br><img src="qh_mp_back_offensive.tga"> Offensive Magie</img>
<br><img src="qh_mp_back_curative.tga"> Heilmagie</img>
<br><br>Wenn du keine Magie-Aktionen gespeichert hast, musst du welche erlernen.
<br>(<a href="qh_memorize.html">mehr Informationen</a>)
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
<br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ---- -->
<!-- Cast -->
<!-- ---- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets:shortcuts:s5&text=">
Now just click one of the magic icons to cast your spell.
quick_help_link="ah:context_help&target=ui:interface:gestionsets:shortcuts:s10&text=uiAction">
3. Klicke jetzt auf eine der Magie-Aktionen, um deinen <a href="ah:context_help&target=ui:interface:gestionsets:shortcuts:s10&text=uiAction">Zauberspruch</a> auf dein Ziel zu sprechen. Sprüche, die auf dich selbst wirken, wie
Selbstheilungen oder Auren, benötigen kein Ziel.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Fortfahren -</a>
</P>
<!-- ------ -->
<!-- Finish -->
<!-- ------ -->
<P quick_help_events="">
Vous voila pret.
<br><a href="qh_magic.html">-- Start again --</a>
Du kennst nun die Grundlagen der Verwendung von Magie.
<br><br><a href="qh_magic.html">- Fortfahren -</a>
</P>

View file

@ -1,10 +1,10 @@
<html>
<head>
<title></title>
<title>How to do Magic</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<!-- --------------------- -->
@ -12,55 +12,42 @@
<!-- --------------------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:target&text=uiTargetTitle">
<en>Start by selecting a target. This can be you, for example in the case where you need to heal yourself.
To do this, simply click on the character you wish to target in the scene.
Information on your target will appear in</en>
<de>Start by selecting a target. This can be you, for example in the case where you need to heal yourself.
To do this, simply click on the character you wish to target in the scene.
Information on your target will appear in</de>
<fr>Start by selecting a target. This can be you, for example in the case where you need to heal yourself.
To do this, simply click on the character you wish to target in the scene.
Information on your target will appear in</fr>
<a href="ah:context_help&target=ui:interface:target&text=uiTargetTitle">
<en>this window</en>
<de>this window</de>
<fr>this window</fr>
</a>.
1. Start by selecting a target. To do this, simply click on the mob or player. Information on your target will appear in the
<a href="ah:context_help&target=ui:interface:target&text=uiTargetTitle">target gauge</a>.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ----------- -->
<!-- Memorized ? -->
<!-- ----------- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets:shortcuts&text=uiActionShortcuts">
Next make sure that you have memorized a magic action in
<a href="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">this window</a>.
The background of the icon for these magic actions is composed of the following images :<br>
<img src="qh_mp_back_offensive.tga">offensive magic</img>
<br>
<img src="qh_mp_back_curative.tga">healing magic</img>
<br>
If you have no magic actions memorized then you will have to memorize one
(<br><a href="qh_memorize.html">more info</a>).
quick_help_link="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">
2. Next make sure that you have a magic action in
<a href="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">Action Window</a>.
The background of the icon for these magic actions is composed of the following images:
<br><img src="qh_mp_back_offensive.tga"> offensive magic</img>
<br><img src="qh_mp_back_curative.tga"> healing magic</img>
<br><br>If you have no magic actions memorized then you will have to memorize one.
<br>(<a href="qh_memorize.html">more info</a>)
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ---- -->
<!-- Cast -->
<!-- ---- -->
<P quick_help_events="next"
quick_help_link="ah:context_help&target=ui:interface:gestionsets:shortcuts:s5&text=">
Now just click one of the magic icons to cast your spell.
quick_help_link="ah:context_help&target=ui:interface:gestionsets:shortcuts:s10&text=uiAction">
3. Now just click one of the magic icons to cast your <a href="ah:context_help&target=ui:interface:gestionsets:shortcuts:s10&text=uiAction">spell action</a> on your target. Spells that work on yourself, like
self heals or auras, do not require a target.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------ -->
<!-- Finish -->
<!-- ------ -->
<P quick_help_events="">
Vous voila pret.
<br><a href="qh_magic.html">-- Start again --</a>
You now know the basics of using magic.
<br><br><a href="qh_magic.html">- Start again -</a>
</P>

View file

@ -1,64 +1,66 @@
<!-- saved from url=(0022)http://internet.e-mail -->
<html>
<head>
<title></title>
<title>Wie man sich bewegt</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<!-- Move Forward -->
<P quick_help_events="forward:" >1. Um vorwärts zu gehen, drücken Sie '<A z_action_shortcut = "forward"></A>' auf Ihrem Keyboard </p>
<p quick_help_events="forward:" >1. Drücke die '<A z_action_shortcut = "forward"></A>'-Taste auf deiner Tastatur, um dich vorwärts zu bewegen.</p>
<!-- Move Backward -->
<P quick_help_events="backward:" >2. Gut gemacht !<br>
Drücken Sie jetzt '<A z_action_shortcut = "backward"></A>' um rückwärts zu gehen. </p>
<p quick_help_events="backward:" >2. Gut gemacht!
<br>Jetzt drücke die '<A z_action_shortcut = "backward"></A>'-Taste, um rückwärts zu laufen.</p>
<!-- Turn Left -->
<P quick_help_events="turn_left:" >3. Um nach links zu biegen, drücken Sie '<A z_action_shortcut = "turn_left"></A>'</p>
<p quick_help_events="turn_left:" >3. Drücke die '<A z_action_shortcut = "turn_left"></A>'-Taste, um dich nach links zu drehen.</p>
<!-- Turn Right -->
<P quick_help_events="turn_right:" >4. Um nach rechts zu biegen, drücken Sie '<A z_action_shortcut = "turn_right"></A>' </p>
<p quick_help_events="turn_right:" >4. Drücke die '<A z_action_shortcut = "turn_right"></A>'-Taste, um dich nach rechts zu drehen.</p>
<!-- Move Left -->
<P quick_help_events="strafe_left:" >5. Um nach links zu schießen, drücken Sie '<A z_action_shortcut = "strafe_left"></A>'</p>
<p quick_help_events="strafe_left:" >5. Drücke die '<A z_action_shortcut = "strafe_left"></A>'-Taste, um nach links auszuweichen.</p>
<!-- Move Right -->
<P quick_help_events="strafe_right:" >6. Um nach rechts zu schießen, drücken Sie '<A z_action_shortcut = "strafe_right"></A>'</p>
<p quick_help_events="strafe_right:" >6. Drücke die '<A z_action_shortcut = "strafe_right"></A>'-Taste, um nach rechts auszuweichen.</p>
<!-- Walk/Run -->
<P quick_help_events="toggle_run_walk:" >7. Ausgezeichnet !<br>
Lernen wir wie man geht oder läuft.<br>
Drücken Sie '<A z_action_shortcut = "toggle_run_walk"></A>' um den Bewegungsmodus zu ändern.
<p quick_help_events="toggle_run_walk:" >7. Exzellent!
<br>Kommen wir zum Gehen und Rennen.
<br>Drücke die '<A z_action_shortcut = "toggle_run_walk"></A>'-Taste, um die Bewegungsart zu ändern.
</p>
<!-- Walk/Run Icon -->
<P quick_help_events="button_click:ui:interface:windows:cb:actions:action3">8. Great.<br>
Sie können den Bewegungsmodus auch ändern indem Sie hier klicken:
<a href="ah:context_help&target=ui:interface:windows:cb:actions:action3&text=uiRunWalk">this icon</a>.<br>
Versuchen Sie diese Methode, um zu Ihren vorigen Modus zurück zu kehren.
<p quick_help_events="toggle_run_walk:">8. Großartig.
<br>Du kannst auch die Bewegungsart ändern, indem du auf
<a href="ah:context_help&target=ui:interface:milko_pad:content:mode1:tab_group:milko_select:tab1&text=uiMk_tab2">dieses Tab</a> drückst und dann auf
<a href="ah:context_help&target=ui:interface:milko_pad:content:mode1:mode1_content:milko_actions:action2&text=uiRunWalk">dieses Icon</a>.
<br>Benutze diese Methode, um zu deiner vorherigen Bewegungsart zurückzuschalten.
</p>
<!-- Autowalk -->
<P quick_help_events="toggle_auto_walk:">9. Sehr gut !<br>
Jetzt lernen wir, wie man sich automatisch bewegt. <br>
Drücken Sie '<A z_action_shortcut = "toggle_auto_walk"></A>' um vorwärts zu gehen, ohne den Key gedrückt zu halten.
<p quick_help_events="toggle_auto_walk:">9. Sehr gut!
<br>Jetzt zur automatischen Bewegung.
<br>Drücke die '<A z_action_shortcut = "toggle_auto_walk"></A>'-Taste, um vorwärts zu laufen, ohne eine Taste gedrückt zu halten.
</p>
<!-- Autowalk Stop-->
<P quick_help_events="toggle_auto_walk: forward: backward:">10. Stop !<br>
Um stehen zu bleiben, drücken Sie noch Mal '<A z_action_shortcut = "toggle_auto_walk"></A>'key again,<br>
entweder vorwärts gehen ('<A z_action_shortcut = "forward"></A>'),<br>
oder rückwärts ('<A z_action_shortcut = "backward"></A>').
<p quick_help_events="toggle_auto_walk: forward: backward:">10. Stop!
<br>Um anzuhalten, drücke die '<A z_action_shortcut = "toggle_auto_walk"></A>'-Taste nochmals, oder bewege dich entweder vorwärts ('<A z_action_shortcut = "forward"></A>'),
<br>oder rückwärts ('<A z_action_shortcut = "backward"></A>').
</p>
<!-- Kompass anzeigen -->
<!-- Ouvrir la boussole -->
<!--
<P quick_help_events="button_click:ui:interface:windows:menus:arrowmenu3">
Right click on
<a href="ah:context_help&target=ui:interface:compass&text=uiJauges">the compass</a>
Rechtsklicke auf
<a href="ah:context_help&target=ui:interface:compass&text=uiJauges">den Kompass</a>
</p>
-->
<!-- Kompass anzeigen -->
<!-- Ouvrir la boussole -->
<!--
<P quick_help_events="show:ui:interface:compass">
Kompass anzeigen
Zeige den Kompass an.
</p>
-->
<P quick_help_events="">Gut gemacht, jetzt beherrschen Sie die Basis-Bewegungen !!!</p>
<p quick_help_events="">Gut gemacht, du kennst nun die Grundlagen der Bewegung!</p>
</body>
</html>

View file

@ -1,45 +1,45 @@
<html>
<head>
<title></title>
<title>How to Move</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<!-- Move Forward -->
<P quick_help_events="forward:" >1. Press the '<A z_action_shortcut = "forward"></A>' key on your keyboard to Move Forward.</p>
<p quick_help_events="forward:" >1. Press the '<A z_action_shortcut = "forward"></A>' key on your keyboard to Move Forward.</p>
<!-- Move Backward -->
<P quick_help_events="backward:" >2. Well done !<br>
Now press the '<A z_action_shortcut = "backward"></A>' key to Move Backwards.</p>
<p quick_help_events="backward:" >2. Well done!
<br>Now press the '<A z_action_shortcut = "backward"></A>' key to Move Backwards.</p>
<!-- Turn Left -->
<P quick_help_events="turn_left:" >3. Press the '<A z_action_shortcut = "turn_left"></A>' key to Turn Left.</p>
<p quick_help_events="turn_left:" >3. Press the '<A z_action_shortcut = "turn_left"></A>' key to Turn Left.</p>
<!-- Turn Right -->
<P quick_help_events="turn_right:" >4. Press the '<A z_action_shortcut = "turn_right"></A>' key to turn right.</p>
<p quick_help_events="turn_right:" >4. Press the '<A z_action_shortcut = "turn_right"></A>' key to turn right.</p>
<!-- Move Left -->
<P quick_help_events="strafe_left:" >5. Press the '<A z_action_shortcut = "strafe_left"></A>' key to Strafe Left.</p>
<p quick_help_events="strafe_left:" >5. Press the '<A z_action_shortcut = "strafe_left"></A>' key to Strafe Left.</p>
<!-- Move Right -->
<P quick_help_events="strafe_right:" >6. Press the '<A z_action_shortcut = "strafe_right"></A>' key to Strafe Right.</p>
<p quick_help_events="strafe_right:" >6. Press the '<A z_action_shortcut = "strafe_right"></A>' key to Strafe Right.</p>
<!-- Walk/Run -->
<P quick_help_events="toggle_run_walk:" >7. Excellent !<br>
Let's learn how to walk or run.<br>
Press the '<A z_action_shortcut = "toggle_run_walk"></A>' key to change the movement mode.
<p quick_help_events="toggle_run_walk:" >7. Excellent!
<br>Let's learn how to walk or run.
<br>Press the '<A z_action_shortcut = "toggle_run_walk"></A>' key to change the movement mode.
</p>
<!-- Walk/Run Icon -->
<P quick_help_events="button_click:ui:interface:windows:cb:actions:action3">8. Great.<br>
You can also change the movement mode by clicking on
<a href="ah:context_help&target=ui:interface:windows:cb:actions:action3&text=uiRunWalk">this icon</a>.<br>
Try this method to return to your previous movement mode.
<p quick_help_events="toggle_run_walk:">8. Great.
<br>You can also change the movement mode by clicking on
<a href="ah:context_help&target=ui:interface:milko_pad:content:mode1:tab_group:milko_select:tab1&text=uiMk_tab2">this tab</a> and then on
<a href="ah:context_help&target=ui:interface:milko_pad:content:mode1:mode1_content:milko_actions:action2&text=uiRunWalk">this icon</a>.
<br>Try this method to return to your previous movement mode.
</p>
<!-- Autowalk -->
<P quick_help_events="toggle_auto_walk:">9. Very good !<br>
Now let's learn how to move automatically.<br>
Press the '<A z_action_shortcut = "toggle_auto_walk"></A>' key to start moving forward without keeping the key pressed down.
<p quick_help_events="toggle_auto_walk:">9. Very good!
<br>Now let's learn how to move automatically.
<br>Press the '<A z_action_shortcut = "toggle_auto_walk"></A>' key to start moving forward without keeping the key pressed down.
</p>
<!-- Autowalk Stop-->
<P quick_help_events="toggle_auto_walk: forward: backward:">10. Stop !<br>
To stop, press the '<A z_action_shortcut = "toggle_auto_walk"></A>'key again,<br>
either move forward ('<A z_action_shortcut = "forward"></A>'),<br>
or move backward ('<A z_action_shortcut = "backward"></A>').
<p quick_help_events="toggle_auto_walk: forward: backward:">10. Stop!
<br>To stop, press the '<A z_action_shortcut = "toggle_auto_walk"></A>' key again, either move forward ('<A z_action_shortcut = "forward"></A>'),
<br>or move backward ('<A z_action_shortcut = "backward"></A>').
</p>
<!-- Ouvrir la boussole -->
@ -57,7 +57,7 @@ or move backward ('<A z_action_shortcut = "backward"></A>').
</p>
-->
<P quick_help_events="">Well done, now you know the basic movements !!!</p>
<p quick_help_events="">Well done, you now know the basic movements!</p>
</body>
</html>

View file

@ -1,9 +1,9 @@
<html>
<head>
<title></title>
<title>How to Get Your Bearings</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<!-- ----- -->
@ -11,30 +11,30 @@
<!-- ----- -->
<P quick_help_events="next"
quick_help_link ="ah:context_help&target=ui:interface:compass&text=uimwCompas">
The indicated window is your
<a href="ah:context_help&target=ui:interface:compass&text=uimwCompas">Compass</a>.
By default the arrow indicates when it points towards the top.
Click on it with the right button of your mouse to display the menu.
1. Your <a href="ah:context_help&target=ui:interface:compass&text=uimwCompas">compass</a> is at the top right of your screen.
By default the arrow indicates where North is.
Right click on it to display the menu.
<br><a href="ah:submit_quick_help&next">- Continuer -</a>
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------- -->
<!-- Choices -->
<!-- ------- -->
<P quick_help_events="next">
Several choices appear such as the direction of your departure point (home) or the direction of your target.
Additionally, the direction of certain villages are shown below the separator.
In all cases, whichever destination you choose your
<a href="ah:context_help&target=ui:interface:compass&text=uimwCompas">Compass</a>
to indicate, the arrow must be oriented towards the top of the screen for you to get there.
2. Several choices appear, such as the direction of your target, your pet animals or your landmarks.
Additionally, the direction of mission location, or team members can be selected.
<br><a href="ah:submit_quick_help&next">- Continue -</a>
<br><br>In all cases, whichever destination you choose your
<a href="ah:context_help&target=ui:interface:compass&text=uimwCompas">compass</a>
to indicate, the arrow must be oriented towards the top of the screen for you to be heading in the right direction.
<br><br><a href="ah:submit_quick_help&next">- Continue -</a>
</P>
<!-- ------ -->
<!-- Finish -->
<!-- ------ -->
<P quick_help_events="">
<br><a href="qh_orientation.html">-- Start again --</a>
<br><a href="qh_orientation.html">- Start again -</a>
</P>

View file

@ -8,6 +8,6 @@
<P quick_help_events="step1">step1...></p>
<P quick_help_events="step2">step2...></p>
<P quick_help_events="step3">step3...></p>
<P quick_help_events="">Success!!!></p>
<P quick_help_events="">Success!></p>
</body>
</html>

View file

@ -1,71 +1,77 @@
<!--  -->
<html>
<head>
<title></title>
<title>How to Use Windows</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<!-- Start -->
<P quick_help_events="basics_start">
1. We are going to take a quick look at the main windows of the game and go over their functions.<Br>
<a href="ah:submit_quick_help&basics_start&&context_help&target=ui:interface:windows&text=uimwWindowsBar">Click here to continue</a>.
1. We are going to take a quick look at the main windows of the game and go over their functions.
<br><br><a href="ah:submit_quick_help&basics_start&&set_top_window&win=ui:interface:milko_pad&&context_help&target=ui:interface:milko_pad:content:mode1:tab_group:milko_select:tab0&text=uimwWindowsBar">Click here to continue</a>.
</p>
<!-- Windows Bar -->
<P quick_help_events="basics_windowsbar">
2. This is the <a href="ah:context_help&target=ui:interface:windows&text=uimwWindowsBar">window bar</a>.<br>
This is a direct link to basic actions, windows and game configuration (<a href="qh_windowsbar.html">more info</a>).<br>
<a href="ah:submit_quick_help&basics_windowsbar&&context_help&target=ui:interface:main_chat&text=uimwMainChat">Click here to continue</a>.
2. This is the <a href="ah:context_help&target=ui:interface:milko_pad:content:mode1:tab_group:milko_select:tab0&text=uimwWindowsBar">windows bar</a>.
<br>This is a direct link to basic actions, windows and game configuration.
<br>(<a href="qh_windowsbar.html">more info</a>)
<br><br><a href="ah:submit_quick_help&basics_windowsbar&&set_top_window&win=ui:interface:main_chat&&context_help&target=ui:interface:main_chat&text=uimwMainChat">Click here to continue</a>.
</p>
<!-- Main Chat -->
<P quick_help_events="basics_mainchat">
3. This is your
<a href="ah:context_help&target=ui:interface:main_chat&text=uimwMainChat">main communication window</a>.<br>
It is through this window that you will be able to communicate with the world.<br>
This is also where you will get feedback.<br>
If you right click on a tab the window will be detached.<br>
<a href="ah:submit_quick_help&basics_mainchat&&context_help&target=ui:interface:player&text=uimwBars">Click here to continue</a>.
<a href="ah:set_top_window&win=ui:interface:main_chat&&context_help&target=ui:interface:main_chat&text=uimwMainChat">main chat window</a>.
<br>It is through this window that you will be able to communicate with the world.
<br>This is also where you will get feedback.
<br>If you right click on a tab the window will be detached.
<br><br><a href="ah:submit_quick_help&basics_mainchat&&context_help&target=ui:interface:player&text=uimwBars">- Continue -</a>.
</p>
<!-- Player -->
<P quick_help_events="basics_player">
4. The
<a href="ah:context_help&target=ui:interface:player&text=uimwBars">player window</a>
gives information on your state (life points, stamina, etc.) as well as your current action.<br>
<a href="ah:submit_quick_help&basics_player&&context_help&target=ui:interface:target&text=uiTargetTitle">Click here to continue</a>.
4. The <a href="ah:context_help&target=ui:interface:player&text=uimwBars">gauges window</a>
gives information about your state (life points, stamina, etc.) as well as your current action.
<br><br><a href="ah:submit_quick_help&basics_player&&context_help&target=ui:interface:target&text=uiTargetTitle">- Continue -</a>.
</p>
<!-- Target -->
<P quick_help_events="basics_target">
5. The
<a href="ah:context_help&target=ui:interface:target&text=uiTargetTitle">window of your target</a>
gives some information on the state of your target such as name and life points.<br>
<a href="ah:submit_quick_help&basics_target&&context_help&target=ui:interface:compass&text=uimwCompas">Click here to continue</a>.
5. The <a href="ah:context_help&target=ui:interface:target&text=uiTargetTitle">target gauge</a>
gives some information on the state of your target such as name and life points.
<br><br><a href="ah:submit_quick_help&basics_target&&context_help&target=ui:interface:compass&text=uimwCompas">- Continue -</a>.
</p>
<!-- Compas -->
<P quick_help_events="basics_compass">
6. The <a href="ah:context_help&target=ui:interface:compass&text=uimwCompas">compass</a>
indicates North when the arrow points towards the top of the screen. It can also indicate other directions such as that of your target.
It allows you to locate people or creatures around you.<br>
<a href="ah:submit_quick_help&basics_compass&&context_help&target=ui:interface:gestionsets&text=uimwHands">Click here to continue</a>.
It allows you to locate people or creatures around you.
<br><br><a href="ah:submit_quick_help&basics_compass&&context_help&target=ui:interface:gestionsets&text=uimwHands">- Continue -</a>.
</p>
<!-- Hands -->
<P quick_help_events="basics_hands">
7. The <a href="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">hands interface</a>
shows you the items you are holding along with their corresponding memorized actions.<br>
<a href="ah:submit_quick_help&basics_hands&&context_help&target=ui:interface:sys_info&text=">Click here to continue</a>.
7. The <a href="ah:context_help&target=ui:interface:gestionsets&text=uimwHands">action bar</a>
shows you the items you are holding along with their corresponding memorized actions.
<br><br><a href="ah:submit_quick_help&basics_hands&&context_help&target=ui:interface:sys_info&text=">- Continue -</a>.
</p>
<!-- The End -->
<P quick_help_events="">
-- The End --<br>
<a href="qh_windows.html">Start again</a><br>
</p>
-- The End --
<br><br><a href="qh_windows.html">- Start again -</a>
<br></p>
</body>

View file

@ -1,75 +1,77 @@
<html>
<head>
<title></title>
<title>How to Use Windows</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
</head>
<body bgcolor="#333333" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<body bgcolor="#33333300" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<!-- Windows Bar Start -->
<P quick_help_events="windowsbar_start"
quick_help_link="ah:context_help&target=ui:interface:windows&text=uimwWindowsBar">
1. Tutorial to learn the functions of the
<a href="ah:context_help&target=ui:interface:windows&text=uimwWindowsBar">Windows Bar</a>.<br>
<a href="ah:submit_quick_help&windowsbar_start">- Continue -</a>
<a href="ah:context_help&target=ui:interface:windows&text=uimwWindowsBar">Windows Bar</a>.
<br><a href="ah:submit_quick_help&windowsbar_start">- Continue -</a>
</P>
<!-- Quit -->
<P quick_help_events="windowsbar_quit"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:game:game7&text=">
2. <a href="ah:context_help&target=ui:interface:windows:cb:game:game7&text=">The Cross</a>
is for leaving the game (<a href="qh_quitgame.html">more info</a>).<br>
<a href="ah:submit_quick_help&windowsbar_quit">- Continue -</a>
is for leaving the game
<br>(<a href="qh_quitgame.html">more info</a>).
<br><br><a href="ah:submit_quick_help&windowsbar_quit">- Continue -</a>
</P>
<!-- Help -->
<P quick_help_events="windowsbar_help"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:game:game1&text=">
3. <a href="ah:context_help&target=ui:interface:windows:cb:game:game1&text=">The question mark</a>
gives access to help files (<a href="qh_help.html">more info</a>).<br>
<a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
gives access to help files.
<br>(<a href="qh_help.html">more info</a>)
<br><br><a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
</P>
<!-- Windows -->
<P quick_help_events="windowsbar_help"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:game:game2&text=">
4. <a href="ah:context_help&target=ui:interface:windows:cb:game:game2&text=">The window icon</a>
gives access to a list of game windows.<br>
<a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
gives access to a list of game windows.
<br><br><a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
</P>
<!-- Game Config -->
<P quick_help_events="windowsbar_help"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:game:game8&text=">
5. <a href="ah:context_help&target=ui:interface:windows:cb:game:game8&text=">The computer icon</a>
gives access to the game configuration window.<br>
<a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
gives access to the game configuration window.
<br><br><a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
</P>
<!-- desk -->
<P quick_help_events="windowsbar_help"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:game:game3&text=">
6. <a href="ah:context_help&target=ui:interface:windows:cb:game:game3&text=">The desktops button</a>
allows you to switch between your 4 desktops.<br>
<a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
allows you to switch between your 4 desktops.
<br><br><a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
</P>
<!-- move/stop -->
<P quick_help_events="windowsbar_help"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:actions:action1&text=">
7. <a href="ah:context_help&target=ui:interface:windows:cb:actions:action1&text=">The move/stop button</a>
is to toggle between moving and stoping.<br>
<a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
is to toggle between moving and stoping.
<br><br><a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
</P>
<!-- Walk/Run -->
<P quick_help_events="windowsbar_connectionstate"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:actions:action3&text=">
8. <a href="ah:context_help&target=ui:interface:windows:cb:actions:action3&text=">Button</a>
for changing movement mode between walking and running
(<a href="qh_motion.html">more info</a>).<br>
<a href="ah:submit_quick_help&windowsbar_connectionstate">- Continue -</a>
for changing movement mode between walking and running.
<br>(<a href="qh_motion.html">more info</a>)
<br><br><a href="ah:submit_quick_help&windowsbar_connectionstate">- Continue -</a>
</P>
@ -77,40 +79,40 @@ for changing movement mode between walking and running
<P quick_help_events="windowsbar_help"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:actions:action2&text=">
9. <a href="ah:context_help&target=ui:interface:windows:cb:actions:action2&text=">The stand/sit button</a>
is to toggle between sitting and standing.<br>
<a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
is to toggle between sitting and standing.
<br><br><a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
</P>
<!-- talk -->
<P quick_help_events="windowsbar_help"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:actions:action8&text=">
10. <a href="ah:context_help&target=ui:interface:windows:cb:actions:action8&text=">The talk button</a>
is to talk to the person you're targeting.<br>
<a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
is to talk to the person you're targeting.
<br><br><a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
</P>
<!-- fight -->
<P quick_help_events="windowsbar_help"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:actions:action4&text=">
11. <a href="ah:context_help&target=ui:interface:windows:cb:actions:action4&text=">The fight button</a>
is to attack/disengage your target.<br>
<a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
is to attack/disengage your target.
<br><br><a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
</P>
<!-- extract -->
<P quick_help_events="windowsbar_help"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:actions:action5&text=">
12. <a href="ah:context_help&target=ui:interface:windows:cb:actions:action5&text=">The extract button</a>
is to extract MPs from the source you're targeting.<br>
<a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
is to extract MPs from the source you're targeting.
<br><br><a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
</P>
<!-- invite -->
<P quick_help_events="windowsbar_help"
quick_help_link="ah:context_help&target=ui:interface:windows:cb:actions:action6&text=">
13. <a href="ah:context_help&target=ui:interface:windows:cb:actions:action6&text=">The team button</a>
allows you to invite or kick someone from your team or to disband.<br>
<a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
allows you to invite or kick someone from your team or to disband.
<br><br><a href="ah:submit_quick_help&windowsbar_help">- Continue -</a>
</P>
@ -128,9 +130,9 @@ If an icon appears here, it means that the connection with the server is faulty.
<!-- End -->
<P quick_help_events="">
-- The End --<br>
<a href="qh_windowsbar.html">Start again</a><br>
</p>
-- The End --
<br><br><a href="qh_windowsbar.html">- Start again -</a>
<br></p>
</body>