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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-02-25 21:18:46 +0100
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-02-25 22:14:44 +0100
commit3629aebb96959afc56cf04d1f2fc4a9f03e94183 (patch)
tree888f44e806a98b050cad38727b4afb0b73e75824 /example/attributes.xml
parentef18650cacc0ce7ef71885bf6d23e1adeb4d7e19 (diff)
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Merged the example client and server data
It's easier to just talk about world data and to modify it as a whole. If there is really a need to separate it, a project can still choose to do that (and in whatever suitable way). There is no need to enforce this separation or to do it in our example. Reviewed-by: Erik Schilling
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+<?xml version="1.0" encoding="utf-8"?>
+
+<attributes>
+ <!-- Character starting points definition -->
+ <points start="100" minimum="1" maximum="20" />
+
+ <!-- First Candidate for TMW attributes definitions -->
+ <!-- The id are linked to the engine core. Do not change them. -->
+ <attribute id="1" name="Strength"
+ desc="Increases carrying capacity and increases damage for many melee weapons."
+ modifiable="true"
+ scope="character"
+ minimum="0"
+ maximum="255">
+ <modifier stacktype="stackable" modtype="additive" tag="str" effect="Strength %+.1f" />
+ </attribute>
+ <attribute id="2" name="Agility"
+ desc="Increases attack speed, conventional dodge, and also slightly increases movement speed."
+ modifiable="true"
+ scope="character"
+ minimum="0"
+ maximum="255">
+ <modifier stacktype="stackable" modtype="additive" tag="agi" effect="Agility %+.1f" />
+ </attribute>
+ <attribute id="3" name="Vitality"
+ desc="Increases the maximum number of hitpoints, defence, and also slightly increase hitpoint regeneration."
+ modifiable="true"
+ scope="character"
+ minimum="0"
+ maximum="255">
+ <modifier stacktype="stackable" modtype="additive" tag="vit" effect="Vitality %+.1f" />
+ </attribute>
+ <attribute id="4" name="Intelligence"
+ desc="Involved in magic. So better not put too much in it for now..."
+ modifiable="true"
+ scope="character"
+ minimum="0"
+ maximum="255">
+ <modifier stacktype="stackable" modtype="additive" tag="int" effect="Intelligence %+.1f" />
+ </attribute>
+ <attribute id="5" name="Dexterity"
+ desc="Increases conventional accuracy, decreases the proportion of warmup time to cooldown time for conventional attacks and increases the damage for many ranged weapons."
+ modifiable="true"
+ scope="character"
+ minimum="0"
+ maximum="255">
+ <modifier stacktype="stackable" modtype="additive" tag="dex" effect="Dexterity %+.1f" />
+ </attribute>
+ <attribute id="6" name="Willpower"
+ desc="Increases magical dodge and decreases the proportion of warmup time to cooldown time for magical attacks."
+ modifiable="true"
+ scope="character"
+ minimum="0"
+ maximum="255">
+ <modifier stacktype="stackable" modtype="additive" tag="wil" effect="Willpower %+.1f" />
+ </attribute>
+ <attribute id="7" name="Accuracy"
+ desc="Increases the chance of outgoing physical attacks hitting their target."
+ modifiable="false"
+ scope="being"
+ minimum="0"
+ maximum="100">
+ <modifier stacktype="stackable" modtype="additive" tag="acc1" effect="Accuracy %+.1f" />
+ <modifier stacktype="stackable" modtype="multiplicative" tag="acc2" />
+ </attribute>
+ <attribute id="8" name="Defense"
+ desc="Reduces incoming conventional damage."
+ modifiable="false"
+ scope="being"
+ minimum="0"
+ maximum="255">
+ <modifier stacktype="stackable" modtype="additive" tag="def1" effect="Defense %+.1f" />
+ <modifier stacktype="non stackable bonus" modtype="multiplicative" tag="def2" effect="Defense x%.3f" additional="This modifier does not stack with other ##1Greater##0 defensive type effects." />
+ </attribute>
+ <attribute id="9" name="Dodge"
+ desc="Decreases the chance of incoming physical attacks hitting you."
+ modifiable="false"
+ scope="being"
+ minimum="0"
+ maximum="100">
+ <modifier stacktype="non stackable bonus" modtype="additive" tag="dge" effect="Dodge %+.2f. This modifier does not stack with other dodge modifiers. "/>
+ </attribute>
+ <attribute id="10" name="M. dodge"
+ desc="Decreases the chance of incoming magical attacks hitting you."
+ modifiable="false"
+ scope="being"
+ minimum="0"
+ maximum="100">
+ <modifier stacktype="stackable" modtype="additive" tag="mdge" effect="Magical dodge %+.2f"/>
+ </attribute>
+ <attribute id="11" name="M. defense"
+ desc="Reduces incoming magical damage."
+ modifiable="false"
+ scope="being"
+ minimum="0"
+ maximum="255">
+ <modifier stacktype="non stackable bonus" modtype="additive" tag="mdef" effect="Magical defense %+.1f" additional="This modifier does not stack with other ##1Magical defense##0 modifiers." /> <!-- should this be non stackable instead of non stackable bonus? -->
+ </attribute>
+ <attribute id="12" name="Bonus att. speed"
+ tag="aspd"
+ effect="Bonus attack speed %+f"
+ desc="Increases the attack speed of all active auto-attacks."
+ modifiable="false"
+ scope="being"
+ minimum="0"
+ maximum="255">
+ <modifier stacktype="non stackable" modtype="additive" tag="aspd1" />
+ <modifier stacktype="stackable" modtype="multiplicative" tag="aspd2" />
+ <modifier stacktype="stackable" modtype="additive" tag="aspd3" />
+ <modifier stacktype="non stackable bonus" modtype="multiplicative" tag="aspd4" />
+ </attribute>
+ <attribute id="13" name="HP"
+ desc="The number of hitpoints this being has. When this drops below 0, the being dies."
+ modifiable="false"
+ scope="being"
+ minimum="0"
+ maximum="9999"
+ player-info="hp">
+ <modifier stacktype="stackable" modtype="additive" tag="hp" effect="Hitpoints %+.1f" additional="The modifier will still be removed normally, increasing or decreasing hp as relevant." /> <!-- Not a typo. I really am allowing modifiers to be applied here. Most normal attacks will affect the base value, but interesting things happen when either bonus of malus effects here expire... :] -->
+ </attribute>
+ <attribute id="14" name="Max HP"
+ desc="The maximum number of hitpoints this being can have."
+ modifiable="false"
+ scope="being"
+ minimum="0"
+ maximum="9999"
+ player-info="max-hp">
+ <modifier stacktype="stackable" modtype="additive" tag="mhp1" effect="Max hp %+.1f" />
+ <modifier stacktype="non stackable bonus" modtype="multiplicative" tag="mhp2" effect="Max hp x%.3f" additional="This modifier does not stack with other ##1Lesser##0 max hp type effects." />
+ <modifier stacktype="non stackable bonus" modtype="additive" tag="mhp3" effect="Max hp %+.1f" additional="This modifier does not stack with other ##1Greater##0 max hp type effects." />
+ <modifier stacktype="non stackable bonus" modtype="multiplicative" tag="mhp4" effect="Max hp x%.3f" additional="This modifier does not stack with other ##1Major##0 max hp type effects." />
+ </attribute>
+ <attribute id="15" name="HP regeneration"
+ tag="hpregen"
+ effect="hp regen %+f"
+ desc="The rate at which hitpoints are automatically replenished."
+ modifiable="false"
+ scope="character"
+ minimum="0"
+ maximum="100">
+ <modifier stacktype="non stackable bonus" modtype="multiplicative" tag="hpr1" effect="You shouldn't be seeing this. Items shouldn't be affecting this layer." /> <!-- Reserved for map effects -->
+ <modifier stacktype="non stackable bonus" modtype="multiplicative" tag="hpr2" effect="Hitpoint regeneration x%.3f" additional="This modifier does not stack with other ##1Basic##0 hitpoint regeneration type effects."/> <!-- Reserved for passive item effects -->
+ <modifier stacktype="stackable" modtype="multiplicative" tag="hpr3" effect="Hitpoint regeneration x%.3f" /> <!-- Reserved for active effects -->
+ <modifier stacktype="stackable" modtype="additive" tag="hpr4" effect="Hitpoint regeneration %+.3f" /> <!-- General purpose -->
+ <modifier stacktype="non stackable bonus" modtype="multiplicative" tag="hpr5" effect="Hitpoint regeneration x%.4f" additional="This modifier does not stack with other ##1Greater##0 hitpoint regeneration type effects." /> <!-- For *Very* powerful effects only -->
+ </attribute>
+ <attribute id="16" name="Movement speed"
+ desc="The speed at which this being moves in tiles per second."
+ modifiable="false"
+ scope="being"
+ minimum="0"
+ maximum="7">
+ <modifier stacktype="non stackable bonus" modtype="additive" tag="mspd" effect="Movement speed %+.2f" additional="This modifier does not stack with other ##1Movement speed##0 type effects." />
+ </attribute>
+ <attribute id="17" name="Movement speed (raw)"
+ desc="The raw movement speed of this being."
+ modifiable="false"
+ scope="being"
+ player-info="none" />
+ <attribute id="18" name="gp"
+ desc="The number of gold pieces this being possesses."
+ modifiable="false"
+ scope="character"
+ minimum="0"
+ player-info="money" />
+ <attribute id="19" name="Capacity"
+ desc="The capacity of this character."
+ modifiable="false"
+ scope="character"
+ minimum="0"
+ maximum="255"
+ player-info="max-weight" >
+ <modifier stacktype="stackable" modtype="additive" tag="cap1" effect="Capacity %+.2f" />
+ </attribute>
+ <!-- End of core-attributes definition -->
+
+ <!-- Temporary definitions for monsters until the auto-attack system is finished. -->
+ <attribute id="20" name="physical attack (minimum)"
+ modifiable="false"
+ scope="monster"
+ minimum="0"
+ maximum="255" />
+ <attribute id="21" name="physical attack (delta)"
+ modifiable="false"
+ scope="monster"
+ minimum="0"
+ maximum="255" />
+ <attribute id="22" name="magical attack"
+ modifiable="false"
+ scope="monster"
+ minimum="0"
+ maximum="255" />
+</attributes>