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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-19 15:36:18 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-05-08 14:02:51 +0200
commitec473d0d76e89e606122187ceab61df8a0ab17cf (patch)
treeb873b90f233025aaacbb327614779df05e139e6b /example
parent7b289c333a6c5735dffa504c8482aee3b648b6cd (diff)
downloadmanaserv-ec473d0d76e89e606122187ceab61df8a0ab17cf.tar.gz
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[Abilities] Made the rechargespeed depending on attributes
This allows a lot more flexibility and makes stuff like magical items a lot easier to implement. We will also use this for the attack system in the future. So a attack (abilitiy) would simply depend on some value like Agility (or a derived attribute from it). Which sets the recharge speed. The recharge speed is the modified value of the attribute per game tick.
Diffstat (limited to 'example')
-rw-r--r--example/abilities.xml6
1 files changed, 3 insertions, 3 deletions
diff --git a/example/abilities.xml b/example/abilities.xml
index 4289d6c..93a67c0 100644
--- a/example/abilities.xml
+++ b/example/abilities.xml
@@ -6,7 +6,7 @@
name="Test Spell 1"
rechargeable="true"
needed="100"
- rechargespeed="10"
+ rechargeattribute="6"
target="point"
/>
<ability
@@ -14,7 +14,7 @@
name="Test Spell 2"
rechargeable="true"
needed="1000"
- rechargespeed="10"
+ rechargeattribute="6"
target="being"
/>
<ability
@@ -22,7 +22,7 @@
name="Test Spell 3"
rechargeable="true"
needed="10000"
- rechargespeed="10"
+ rechargeattribute="6"
target="point"
/>
</ability-category>