(→[OnUse]) |
(→[Effects]) |
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*DivinityBonusName=''The ember type bonus (A divinity)'' | *DivinityBonusName=''The ember type bonus (A divinity)'' | ||
*DivinityBonusAmount=''The amount of bonus, in percentage.'' | *DivinityBonusAmount=''The amount of bonus, in percentage.'' | ||
− | *BonusChance=''The chance that min/max will be added on room drop, (killing a monster/etc), in percentage..'' | + | *BonusChance=''The chance that min/max will be added on room drop, (killing a monster/etc), in percentage. Typically you should not use this unless there is a reason too. All items have a default value of 5 (5%).'' |
*Expire=''Does this item expire?'' | *Expire=''Does this item expire?'' | ||
*ExpireTime=''Expire time in days.'' | *ExpireTime=''Expire time in days.'' |
Revision as of 20:18, 21 September 2016
Contents
Items
This contains all the information about creating item files. Each line that can be added to the file will be below.
[Main]
- Name=The name of the item itself. If the name is different here, it can be used to spawn 'another item' with different attributes (SB, etc)
- Description=Description of the item on look over.
- Image=The image to use, without the ext
- Type=The item type. This is used to define what the item does initially, such as armor, weapons, healing, etc. The types are as follows (Keep lowercase for these):
grip | Weapon type. Includes any type of weapon or shield, which will be specified below. Allows equipping and enchantments. |
armor | Armor type. This includes helmets and body armor. Allows equipping and enchantment. |
usable | Usable items, like potions. Uses the 'potion' timer. |
food | Food items, uses the food timer, which is typically longer. Food items regeneration can be halted by actions or being attacked. |
generic | Generic items. Have no special function. |
ember | Embers. currently nothing special can be done with these yet. |
special | Random or special type items for equip. |
- Slot=The slot type. Used for both weapons and armor. Can be as follows:
weapon | Weapon. |
heavy | Heavy armor. |
medium | Medium armor. |
light | Light armor. |
cloth | Cloth armor. |
shield | Shields. Item type must be GRIP for this to work, not armor. |
heavyhelmet | Heavy helmets |
lighthelmet | Light helmets, such as hats. |
special | Special equipment slot, should not be used generally.. |
random | Random equipment. Does not grant any bonuses but can be equipped. (I.E: rope) |
- Validate=For usable /food items. If this potion checks for health maximum, mana maximum, or both. This will not use a potion if the conditions are met. (I.E. Validate=1 will not use a potion if health is at maximum.
0 | No checks. |
1 | Check if health is at maximum. |
2 | Check is mana is at maximum. |
3 | Check to see if health and mana are at maximum. |
[Stack]
- Amount=The amount that this item can be stacked into one inventory slot. This is only used for 'usable', 'food', and 'sellable' items. Minimum 1, maximum 99. This can be removed or left blank otherwise.
- BuyAmount=The amount that is bought when clicking the buy button. This is typically used for when you have items cheaper then one gold. I.E: 10 arrows for 1 gold. Typically you'll want a second file that is named '10 arrows', but has the same contents for store display.
- DropAmount=The amount to drop when a NPC dies. This can be in a different file as above, but is not required unless you want different amounts of drops.
[OnUse]
OnUse is used for 'usable' and 'food' items. This section can be removed otherwise in the file.
- bonustime=The amount of bonus time this item will get. This will work with the [BONUS] section. 1 bonustime = 5 seconds (1 tick). I.E. bonustime=12 is about 60 seconds. Food default should be set to 4.
- delay=The delay until you can use another potion or food item, in seconds
- hp=The amount of HP gain on use. Instant HP-
- mp=The amount of MP gain on use. Instant MP.
- localsay=The message to send to the user. Can be modified with variables as defined shortly.
- areasay=The message to send to the room. This does not send to the user however. Also uses variables.
- bonuscompletemessage=The message to send the user when the potion/food has run out by normal means.
- bonusroomcompletemessage=The message to send the room when the potion/food has run out by normal means.
The following variables are allowed for messages:
%hp% | Replaces with the HP gain of an item. |
%mp% | Replaces with the MP gain of an item |
%name% | Replaces to the users name. |
%himher% | Replaces to either him/her/it depending on who is using it. |
%hisher% | Replaces to either his/her/its depending on who is using it. |
%heshe% | Replaces to either he/she/it depending on who is using it. |
[Bonus]
These work with the bonustime for usable items, and is a direct bonus when equipped.
- Strength=The strength bonus on use.
- Agility=The agility bonus on use.
- Endurance=The endurance bonus on use.
- Intelligence=The intelligence bonus on use.
- Wisdom=The wisdom bonus on use.
- Charisma=The charisma bonus on use.
- Armor=The armor bonus on use.
- Deflect=The deflect (shield) bonus on use.
- SpellNegation="The spell damage reduction gain on use."
- MaxAttacks='The max attacks bonus on use.
- ExhaustValue=The exhaust timer (in milliseconds) bonus on use.
- HP=The HP gain per tick. Cannot be used with PercentHP.
- PercentHP=The percent of HP gain per tick. Cannot be used with HP.
- MP=The MP gain per tick. Cannot be used with PercentMP.
- PercentMP=The percent of MP gain per tick. Cannot be used with MP
- RAGEMP=The RAGE gain per tick. Cannot be used with PercentRageMP
- PercentRAGEMP=The percent of RAGE gain per tick. Cannot be used with RageMP
- PotionTimer=The potion timer modifier per use (reduces or increases the default timer for potions in seconds.
- FoodTimer=The food timer modifier per use (reduces or increases the default timer for foods in seconds.
- Light=The light bonus on use. 1 for a small light boost (can see room but not players.) 2 for a general torch.
[Restriction]
- Level=Restrict this item by level.
- Class=Restrict this item by class.
[WeaponMain]
WeaponMain is needed if grip is defined.
- Type=The weapon type. Can be as follows:
sword | Sword type. |
dagger | Dagger type. |
blunt | Blunt type. |
staff | Staff type. |
bow | Bow type. |
special | Special type. |
instrument | Instrument type. |
polearm | Polearm type. |
- DamageMinimum=The minimum damage modifier.
- DamageMaximum=The maximum damage modifier.
- TwoHanded=Is this weapon two handed? True or False
[WeaponAmmo]
Weapon ammo is not fully setup yet but can be defined if grip is defined..
- AmmoBased=Is this weapon ammo based? Default is no.
- AmmoNames=What ammo names can be used? Separate with commas.
- Max=The maximum amount of ammo that can be loaded.
[WeaponBonus]
Can be used if grip type is defined.
- DamageName=The divinity bonuses, sepereated by commas per bonus.
- DamageAmount=The actual bonus linked with the name, separated by commas per bonus. Can be negative values.
[ArmorMain]
Needed if armor type is defined.
- Armor=The amount of armor to gain on equip.
[ArmorBonus]
Can be used if armor type is defined.
- AbsorbName=The divinity bonuses, sepereated by commas per bonus.
- AbsorbAmount=The actual bonus linked with the name, separated by commas per bonus. Can be negative values.
[Sell]
This value SHOULD ALWAYS BE USED!
- Value=The global sell value.
[Effects]
Does not need to be defined, but can be on any armor or grip item. Take care when adding to shields/helmets as you can add special effects that can't otherwise be added by regular means.
- Enchantment=The enchantment level. Can be as follows:
0 | None. |
1 | Dully. |
2 | Softly. |
3 | Brightly. |
4 | Brilliantly. |
5 | Radiantly. |
6 | Mysteriously. |
- Soulbound=Is this item soulbound? False for no, True for yes.
- Fire=Amount of fire bless added (Typically 0 or 1).
- Night=Amount of night bless added (Typically 0 or 1).
- Ice=Amount of ice bless added (Typically 0 or 1).
- Lightning=Amount of lightning bless added (Typically 0 or 1).
- Earth=Amount of earth bless added (Typically 0 or 1).
- DivinityBonusName=The ember type bonus (A divinity)
- DivinityBonusAmount=The amount of bonus, in percentage.
- BonusChance=The chance that min/max will be added on room drop, (killing a monster/etc), in percentage. Typically you should not use this unless there is a reason too. All items have a default value of 5 (5%).
- Expire=Does this item expire?
- ExpireTime=Expire time in days.
[Rarity]
- Value=The rarity level.
0 | Junk items. Used for basic monster drops that are used to sell. |
1 | Normal items Default if not specified. |
2 | Uncommon items. |
3 | Rare items. |
4 | Epic items. Typically given out or by super rare spawns or on monsters with a very very low drop rate. |
5 | Legendary items. Quest or 'world walkers' drops. |
6 | RARE Legendary items. SHOULD NOT BE USED TYPICALLY. (This is only used when the rare flag is set on the item on it's own) |
Bonus
DivinityBonus names can be the following in any section defined with a bonus:
Fire |
Ice |
Night |
Earth |
Lightning |
Holy |
Evil |