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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>