summaryrefslogtreecommitdiffstats
path: root/example/clientdata/attributes.xml
diff options
context:
space:
mode:
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/clientdata/attributes.xml
parentef18650cacc0ce7ef71885bf6d23e1adeb4d7e19 (diff)
downloadmanaserv-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.xml193
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>