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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"
persistent="true">
<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"
persistent="true">
<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"
persistent="true">
<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"
persistent="true">
<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"
persistent="true">
<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"
persistent="true">
<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>
<attribute id="20" name="Global ability cooldown"
desc="The time in ticks until any ability can be used again after one was used"
modifiable="false"
scope="being"
minimum="0"
maximum="100" />
<!-- End of core-attributes definition -->
<attribute id="21" name="Monster attack speed"
desc="Attackspeed of the monster. 0 = no attacks, 100 = one per tick, 10 = one per second"
modifiable="false"
scope="monster"
minimum="0"
maximum="100" />
<attribute id="22" name="XP"
desc="The experience of this character."
modifiable="false"
scope="character"
minimum="0" />
<attribute id="23" name="Level"
desc="The level of this character."
modifiable="false"
scope="character"
minimum="0"
maximum="100" />
</attributes>