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| author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-02-25 21:18:46 +0100 |
|---|---|---|
| committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-02-25 22:14:44 +0100 |
| commit | 3629aebb96959afc56cf04d1f2fc4a9f03e94183 (patch) | |
| tree | 888f44e806a98b050cad38727b4afb0b73e75824 /example/clientdata/attributes.xml | |
| parent | ef18650cacc0ce7ef71885bf6d23e1adeb4d7e19 (diff) | |
| download | manaserv-3629aebb96959afc56cf04d1f2fc4a9f03e94183.tar.gz manaserv-3629aebb96959afc56cf04d1f2fc4a9f03e94183.tar.xz manaserv-3629aebb96959afc56cf04d1f2fc4a9f03e94183.zip | |
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
Diffstat (limited to 'example/clientdata/attributes.xml')
| -rw-r--r-- | example/clientdata/attributes.xml | 193 |
1 files changed, 0 insertions, 193 deletions
diff --git a/example/clientdata/attributes.xml b/example/clientdata/attributes.xml deleted file mode 100644 index 69346e5..0000000 --- a/example/clientdata/attributes.xml +++ /dev/null @@ -1,193 +0,0 @@ -<?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> |
