Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
items.xml [2013/11/16 13:43]
admin [sprite node]
items.xml [2015/04/07 17:32]
admin [Game items]
Line 141: 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 171: 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 195: Line 200:
 | |range 1 >= ID| | |range 1 >= ID|
 |attack-action|Part of attack action for weapons. \\ If //was attack-action="​bow"//,​ will be used **attack_bow** action for attack with this item| |attack-action|Part of attack action for weapons. \\ If //was attack-action="​bow"//,​ will be used **attack_bow** action for attack with this item|
 +|skyattack-action|Part of attack action for weapons in player located on sky tile.|
 +|waterattack-action|Part of attack action for weapons in player located on water tile.|
 +|rideattack-action|Part of attack action for weapons in player riding.|
 |attack-range|Set item attack range for item. By default 0| |attack-range|Set item attack range for item. By default 0|
 |drawBefore|Will draw this equipped item before parameter value sprite. (before torso in example for item 1234).| |drawBefore|Will draw this equipped item before parameter value sprite. (before torso in example for item 1234).|
Line 201: Line 209:
 |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]]. For legacy servers only.|
 |image|item icon image for inventory and fallback for floor items| |image|item icon image for inventory and fallback for floor items|
 +|colors|colors palette name for dye item. For hair default palette is "​hair"​|
 |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|
 +|description|item description|
 |tag, tagX|Put item in inventory group| |tag, tagX|Put item in inventory group|
 |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| |sellProtected|ask player before selling item to npc shop|
 +|pickupCursor|pickup cursor type. Default is "​pickup"​|
  
 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.
Line 265: Line 292:
  
 ==== sound node ==== ==== 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 ==== ==== floor node ====
Line 342: Line 413:
 ==== drawBefore node ==== ==== drawBefore node ====
  
 +==== particlefx node ====
Print/export
Languages