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items.xml [2012/07/20 19:46]
admin [Game items]
items.xml [2015/04/07 17:24]
admin [Game items]
Line 24: Line 24:
         hp="​15"​         hp="​15"​
         weight="​4"​         weight="​4"​
-        max-per-slot="​10"/>​+        max-per-slot="​10
 +        sellProtected="​true"/>​ 
 +    ... 
 +    <include name="​items2.xml"/>
     ...     ...
  </​items>​  </​items>​
Line 35: Line 38:
 |type| item type| |type| item type|
 |name| item name| |name| item name|
 +
 +Include tag used for include other file with data. Other file format is same.
  
 Sub tag sprite used for add xml animation for item. Sub tag sprite used for add xml animation for item.
Line 104: Line 109:
         <sprite gender="​unisex">​players/​human-male.xml</​sprite>​         <sprite gender="​unisex">​players/​human-male.xml</​sprite>​
         <sprite gender="​female">​players/​human-female.xml</​sprite>​         <sprite gender="​female">​players/​human-female.xml</​sprite>​
 +        <sound event="​hit"​ delay="​20">​fist-swish.ogg</​sound>​
 +        <sound event="​miss"​ delay="​15">​fist-swish.ogg</​sound>​
     </​item>​     </​item>​
     <item id="​-101"​ type="​racesprite"​ name="​Ukar">​     <item id="​-101"​ type="​racesprite"​ name="​Ukar">​
Line 134: Line 141:
         name="​Pirate Hat"         name="​Pirate Hat"
         description="​A pirate hat."         description="​A pirate hat."
 +        useButton="​Equip"​
 +        useButton2="​Unequip"​
         effect="​M. Attack -8"         effect="​M. Attack -8"
         type="​equip-head"​         type="​equip-head"​
         weight="​40"​         weight="​40"​
-        defense="​4">​+        defense="​4
 +        pet="1">
         <​sprite>​equipment/​head/​piratehat.xml</​sprite>​         <​sprite>​equipment/​head/​piratehat.xml</​sprite>​
         <replace sprite="​hair">​         <replace sprite="​hair">​
Line 164: Line 174:
         floor="​floorimage.png"​         floor="​floorimage.png"​
         description="​item description"​         description="​item description"​
 +        useButton="​button1"​
 +        useButton2="​button2"​
         view="​1235"​         view="​1235"​
         drawBefore="​torso"​         drawBefore="​torso"​
Line 178: Line 190:
         critical-hit-effect-id="​101"​         critical-hit-effect-id="​101"​
         effect="​Damage +15"         effect="​Damage +15"
-        >+        ​sellProtected="​true"​>
     </​item>​     </​item>​
 </​items>​ </​items>​
Line 194: Line 206:
 |effect|Item text about effect| |effect|Item text about effect|
 |floor|floor item static image. For animated floor item need use <​floor>​ tag \\ If **floor** parameter missing fill be used value from **image**| |floor|floor item static image. For animated floor item need use <​floor>​ tag \\ If **floor** parameter missing fill be used value from **image**|
 +|useButton|Show this text for use button or in context menu. Main action like equip, use|
 +|useButton2|Show this text for use button or in context menu. Second action like unequip|
 +|pet|add pet to item from [[pets.xml]]|
 |image|item icon image for inventory and fallback for floor items| |image|item icon image for inventory and fallback for floor items|
 |maxFloorOffset|Set max floor item offset in pixels from default position. Default value 32| |maxFloorOffset|Set max floor item offset in pixels from default position. Default value 32|
 |missile-particle|Set particle effect for missile/​arrow| |missile-particle|Set particle effect for missile/​arrow|
 |hit-effect-id|Effect id for hit. Default value from file [[paths.xml]] parameter hitEffectId| |hit-effect-id|Effect id for hit. Default value from file [[paths.xml]] parameter hitEffectId|
 +|miss-effect-id|Effect if for miss hit. Default value from file [[paths.xml]] parameter missEffectId|
 |critical-hit-effect-id|Critical effect id. Default value from file [[paths.xml]] parameter criticalHitEffectId| |critical-hit-effect-id|Critical effect id. Default value from file [[paths.xml]] parameter criticalHitEffectId|
 |name|item name| |name|item name|
Line 203: Line 219:
 |view|use animation sprite from other item with given id| |view|use animation sprite from other item with given id|
 |weight|item weight text| |weight|item weight text|
 +|attack|item attack text|
 +|criticalattack|critical attack text|
 +|mattack|magic attack text|
 +|defense|defence text|
 +|criticaldefense|critical defence text|
 +|mdefense|magic defence text|
 +|hp|health text|
 +|mp|mana text|
 +|level|minimal level text|
 +|speed|speed text|
 +|range|range text|
 +|flee|flee text|
 +|sellProtected|ask player before selling item to npc shop|
  
 Also in each item can be different nodes like <​sprite>​ in example above. Also in each item can be different nodes like <​sprite>​ in example above.
  
-==== Sprite ​node ====+==== sprite node ==== 
 + 
 +In this node described sprites what should be drawed for equipped item. 
 + 
 +Example: 
 + 
 +<file xml items.xml>​ 
 +<?xml version="​1.0"?>​ 
 +<​items>​ 
 +    ... 
 +    <item id="​1302"​ 
 +        image="​equipment/​chest/​sailorshirt.png"​ 
 +        name="​Sailor Shirt"​ 
 +        description="​Proof that ye be in the crew, matey!"​ 
 +        effect="​Defense +4" 
 +        type="​equip-torso"​ 
 +        weight="​75"​ 
 +        maxFloorOffsetX="​8"​ 
 +        maxFloorOffsetY="​10">​ 
 +        <sprite gender="​unisex"​ race="​human">​equipment/​chest/​shirt-male.xml|#​131913,​1b231d,​233129,​35433e,​4e6059,​6c8279;#​72571e,​836737,​a5854d,​b18f45</​sprite>​ 
 +        <sprite gender="​female">​equipment/​chest/​shirt-female.xml|#​131913,​1b231d,​233129,​35433e,​4e6059,​6c8279;#​72571e,​836737,​a5854d,​b18f45</​sprite>​ 
 +    </​item>​ 
 +    ... 
 +    <item id="​3500"​ 
 +        image="​equipment/​weapons/​knife.png"​ 
 +        name="​Knife"​ 
 +        description="​A simple, but sharp knife."​ 
 +        effect="​Damage +10" 
 +        type="​equip-1hand"​ 
 +        weapon-type="​knife"​ 
 +        attack-action="​attack"​ 
 +        weight="​50"​ 
 +        maxFloorOffsetX="​9"​ 
 +        maxFloorOffsetY="​12">​ 
 +        <​sprite>​equipment/​weapons/​knife.xml</​sprite>​ 
 +        <sound event="​hit">​weapons/​knives/​knife-hit1.ogg</​sound>​ 
 +        <sound event="​strike">​weapons/​knives/​knife-strike1.ogg</​sound>​ 
 +    </​item>​ 
 +    ... 
 +</​items>​ 
 +</​file>​ 
 + 
 +Attributes 
 +^ Parameter name ^ Description ^ 
 +|gender|player gender, by default unisex|| 
 +| |male|for male| 
 +| |female|for female| 
 +| |unisex|for unknown gender or for missing other genders| 
 +|race|race id, by default 0|| 
 + 
 +==== sound node ==== 
 + 
 +This node used for define different sound effects for items 
 + 
 +Example: 
 + 
 +<file xml items.xml>​ 
 +<?xml version="​1.0"?>​ 
 +<​items>​ 
 +    ... 
 +    <item id="​521"​ 
 +        image="​equipment/​weapon/​dagger-dagger.png"​ 
 +        name="​Dagger"​ 
 +        description="​A simple dagger."​ 
 +        effect="​Damage +15" 
 +        type="​equip-1hand"​ 
 +        weapon-type="​knife"​ 
 +        attack-action="​attack"​ 
 +        weight="​200">​ 
 +        <​sprite>​weapon-dagger.xml</​sprite>​ 
 +        <sound event="​strike">​weapons/​swords/​short-sword-miss1.ogg</​sound>​ 
 +        <sound event="​hit"​ delay="​150">​weapons/​swords/​short-sword-hit1.ogg</​sound>​ 
 +    </​item>​ 
 +    ... 
 +</​items>​ 
 +</​file>​ 
 + 
 +Sound attributes:​ 
 +^ Parameter name ^ Description ^ 
 +|event|sound event type| 
 +|delay|delay before next sound effect| 
 + 
 +Existing sound **event** types: 
 + 
 +^ Parameter name ^ Description ^ 
 +|hit|hit sound effect| 
 +|miss|miss sound effect| 
 +|strike|legacy miss sound effect| 
 +|use|item use sound effect| 
 +|equip|item equip sound effect| 
 +|unequip|item unequip sound effect| 
 +|drop|item drop sound effect| 
 +|pickup|item pickup sound effect| 
 +|take|item take sound effect (for example start drag from inventory)| 
 +|put|item put sound effect (for example dragging item into inventory)| 
 + 
 +==== floor node ==== 
 + 
 +==== replace node ==== 
 +This node used to replace other items sprites if this item equipped. 
 + 
 +This can be usefull to fix some equipped items combinations. 
 + 
 +Example: 
 + 
 +<file xml items.xml>​ 
 +<?xml version="​1.0"?>​ 
 +<​items>​ 
 +    ... 
 +    <item id="​511"​ 
 +        image="​equipment/​head/​santahat.png"​ 
 +        name="​Santa Hat" 
 +        description="​Ask Santa about this hat."​ 
 +        effect="​M. Attack -2" 
 +        type="​equip-head"​ 
 +        weight="​20"​ 
 +        defense="​2">​ 
 +        <​sprite>​equipment/​head/​santahat.xml</​sprite>​ 
 +        <replace sprite="​hair">​ 
 +            <item from="​-5"/>​ 
 +        </​replace>​ 
 +        <replace direction="​left"​ sprite="​hair">​ 
 +            <item from="​-6"​ to="​-3"/>​ 
 +        </​replace>​ 
 +        <replace direction="​right"​ sprite="​hair">​ 
 +            <item from="​-6"​ to="​-3"/>​ 
 +        </​replace>​ 
 +    </​item>​ 
 +    ... 
 +    <item id="​2900"​ 
 +        image="​equipment/​head/​bandana.png"​ 
 +        name="​Bandana"​ 
 +        description="​A striped bandana worn by some sailors."​ 
 +        effect="​Defense +1" 
 +        type="​equip-head"​ 
 +        defense="​1"​ 
 +        weight="​13"​ 
 +        max-per-slot="​1"​ 
 +        maxFloorOffsetX="​8"​ 
 +        maxFloorOffsetY="​12">​ 
 +        <​sprite>​equipment/​head/​bandana.xml</​sprite>​ 
 +        <replace sprite="​hair">​ 
 +            <item from="​-3"​ to="​-2"/>​ 
 +            <item from="​-5"​ to="​-4"/>​ 
 +            <item from="​-6"​ to="​-7"/>​ 
 +            <item from="​-13"​ to="​-1"/>​ 
 +            <item from="​-14"​ to="​-13"/>​ 
 +            <item from="​-15"​ to="​-13"/>​ 
 +            <item from="​-26"​ to="​-21"/>​ 
 +        </​replace>​ 
 +    </​item>​ 
 +    ... 
 +</​items>​ 
 +</​file>​ 
 + 
 +Attributes for tag **replace** 
 +^ Parameter name ^ Description ^ 
 +|sprite|sprite name to be replaced| 
 +|direction|player direction| 
 + 
 +Attributes for tag **item** inside **replace** tag 
 +Attributes for tag **replace** 
 +^ Parameter name ^ Description ^ 
 +|from|item id replace from| 
 +|to|item id replace to| 
 + 
 +If **to** is empty, this mean need remove this sprite (replace to empty sprite) 
 + 
 +==== drawAfter ​node ====
  
 +==== drawBefore node ====
  
 +==== particlefx node ====
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