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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2010-09-18 13:56:43 +0200
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2010-09-18 13:57:52 +0200
commit4c0ba5cf58f09926f5b06ed0e91a5f7d6878c1f8 (patch)
tree9a9536b70288f2028faee180017b25d1ceec51b5 /example
parent2683da54614b9930857b8a7689e7ea0457ed6ef4 (diff)
downloadmanaserv-4c0ba5cf58f09926f5b06ed0e91a5f7d6878c1f8.tar.gz
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Converted CRLF to LF in attributes.xml
Somebody needs to check his core.autocrlf setting.
Diffstat (limited to 'example')
-rw-r--r--example/clientdata/attributes.xml164
1 files changed, 82 insertions, 82 deletions
diff --git a/example/clientdata/attributes.xml b/example/clientdata/attributes.xml
index e1291e0..0362e38 100644
--- a/example/clientdata/attributes.xml
+++ b/example/clientdata/attributes.xml
@@ -1,82 +1,82 @@
-<?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="being">
- <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="being">
- <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="being">
- <modifier stacktype="stackable" modtype="additive" tag="vit" effect="Vitality %+.1f" />
- </attribute>
- <attribute id="4" name="Intelligence" desc="FIXME" modifiable="true" scope="being">
- <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="being">
- <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="being">
- <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">
- <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">
- <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">
- <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="Magical dodge" desc="Decreases the chance of incoming magical attacks hitting you." modifiable="false" scope="being">
- <modifier stacktype="stackable" modtype="additive" tag="mdge" effect="Magical dodge %+.2f"/>
- </attribute>
- <attribute id="11" name="Magical defense" desc="Reduces incoming magical damage." modifiable="false" scope="being">
- <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 attack speed" tag="aspd" effect="Bonus attack speed %+f" desc="Increases the attack speed of all active auto-attacks." modifiable="false" scope="being">
- <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="Hitpoints" desc="The number of hitpoints this being has. When this drops below 0, the being dies." modifiable="false" scope="being">
- <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 hitpoints" desc="The maximum number of hitpoints this being can have." modifiable="false" scope="being">
- <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="Hitpoint regeneration" tag="hpregen" effect="hp regen %+f" desc="The rate at which hitpoints are automatically replenished." modifiable="false" scope="being">
- <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">
- <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" />
- <attribute id="18" name="gp" desc="The number of gold pieces this being possesses." modifiable="false" scope="character" />
- <attribute id="19" name="Capacity" desc="The capacity of this character." modifiable="false" scope="character" >
- <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" />
- <attribute id="21" name="physical attack (delta)" modifiable="false" scope="monster" />
- <attribute id="22" name="magical attack" modifiable="false" scope="monster" />
-
- <!-- Stop reading now. :P -->
-</attributes>
+<?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="being">
+ <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="being">
+ <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="being">
+ <modifier stacktype="stackable" modtype="additive" tag="vit" effect="Vitality %+.1f" />
+ </attribute>
+ <attribute id="4" name="Intelligence" desc="FIXME" modifiable="true" scope="being">
+ <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="being">
+ <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="being">
+ <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">
+ <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">
+ <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">
+ <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="Magical dodge" desc="Decreases the chance of incoming magical attacks hitting you." modifiable="false" scope="being">
+ <modifier stacktype="stackable" modtype="additive" tag="mdge" effect="Magical dodge %+.2f"/>
+ </attribute>
+ <attribute id="11" name="Magical defense" desc="Reduces incoming magical damage." modifiable="false" scope="being">
+ <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 attack speed" tag="aspd" effect="Bonus attack speed %+f" desc="Increases the attack speed of all active auto-attacks." modifiable="false" scope="being">
+ <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="Hitpoints" desc="The number of hitpoints this being has. When this drops below 0, the being dies." modifiable="false" scope="being">
+ <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 hitpoints" desc="The maximum number of hitpoints this being can have." modifiable="false" scope="being">
+ <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="Hitpoint regeneration" tag="hpregen" effect="hp regen %+f" desc="The rate at which hitpoints are automatically replenished." modifiable="false" scope="being">
+ <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">
+ <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" />
+ <attribute id="18" name="gp" desc="The number of gold pieces this being possesses." modifiable="false" scope="character" />
+ <attribute id="19" name="Capacity" desc="The capacity of this character." modifiable="false" scope="character" >
+ <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" />
+ <attribute id="21" name="physical attack (delta)" modifiable="false" scope="monster" />
+ <attribute id="22" name="magical attack" modifiable="false" scope="monster" />
+
+ <!-- Stop reading now. :P -->
+</attributes>