Difference between revisions of "DSB/Archetypes/Properties"

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==Things==
 
==Things==
;mass
+
;mass = integer
 
:All Things have a mass which affects the load a champion can carry. Mass also affects the distance objects can be thrown. Mass is specified as a whole number: each increment represents 100g, so <code>mass=2</code> would be 200grams, while <code>mass=72</code> would be 7.2 kilograms.
 
:All Things have a mass which affects the load a champion can carry. Mass also affects the distance objects can be thrown. Mass is specified as a whole number: each increment represents 100g, so <code>mass=2</code> would be 200grams, while <code>mass=72</code> would be 7.2 kilograms.
 +
 +
;shortdesc = "string"
 +
:"String" is a short piece of extra text that's displayed in the subrenderer area when this item is held up to a champion's eye.
 +
 +
;hit_sound = snd.sound
 +
:This is the noise the item will make when it's thrown against a wall or door. By default this is '''snd.dink''' but you could asisgn any sound here to create more interesting or realistic sound effects.
 +
 +
;armor_str = integer
 +
:This value is the armour rating for the thing, and usually only applies to wearable items such as clothes and armour. Fabric clothes have low values around 5-15 while heavy armour has high values of 80 or more.
 +
 +
;sharp_resist = integer
 +
:The higher this value, the more resistance the champion has against attacks from sharp weapons.
 +
 +
;fit_head = false [true]
 +
;fit_torso = false [true]
 +
;fit_legs = false [true]
 +
;fit_sheath = false [true]
 +
;fit_pouch = false [true]
 +
;fit_neck = false [true]
 +
:If you want this Thing to be wearable in the given location, set the value to '''true'''. For example, to make something function like a hat that can be worn on the head, you'd set <code>fit_head = true</code>. The default value for these properties is always false, so if you don't want an item to be wearable, you won't need to set any of them (unless you've cloned an item that already has some set to true). Note that all normal DM items can be held in either the champion's hands, except for ZoKathRa.
 +
 +
;fit_chest = false [true]
 +
:For this item to be placeable inside a chest, set to true. If false, then the item won't fit inside.
 +
 +
;stat_up = integer
 +
Things can increase champion's statistics. This figure controls by how much to increase a stat: it's ten times the stat, so to increase the stat by 10 points you'd set <code>stat_up = 100</code>
 +
 +
;stat= STAT_DEX | STAT_STR | STAT_WIS | STAT_VIT | STAT_AMA | STAT_AFI | STAT_LUC
 +
The value in <code>stat_up</code> is used to increase the statistic in <code>stat</code>. Choose one from the list shown here.
  
 
==Graphics (Things)==
 
==Graphics (Things)==

Revision as of 21:01, 10 December 2012

Overview

This is the full list of properties that can be used by all the archetypes. The list is broken down into groups for easier searching.

Graphics properties vary depending on the Type of the archetype, so these have been further subdivided into more specific groups.

Basic Properties

type
Every archetype must have a type as it defines the core behaviour for that archetype. Types are one of UNDEFINED, FLOORFLAT, FLOORUPRIGHT, DOOR, HAZE, CLOUD, WALLITEM, THING or MONSTER. See Archetypes for more information about types.
class
Classes are used to group archetypes together in the ESB editor. See Archetypes for more information about classes.
name
Types of Thing or Monster always need a name property. The name is used in-game to show information to the player. For example, the name of a Thing is shown when the champion picks up that Thing. You do not need to define a name for other archetypes.

Things

mass = integer
All Things have a mass which affects the load a champion can carry. Mass also affects the distance objects can be thrown. Mass is specified as a whole number: each increment represents 100g, so mass=2 would be 200grams, while mass=72 would be 7.2 kilograms.
shortdesc = "string"
"String" is a short piece of extra text that's displayed in the subrenderer area when this item is held up to a champion's eye.
hit_sound = snd.sound
This is the noise the item will make when it's thrown against a wall or door. By default this is snd.dink but you could asisgn any sound here to create more interesting or realistic sound effects.
armor_str = integer
This value is the armour rating for the thing, and usually only applies to wearable items such as clothes and armour. Fabric clothes have low values around 5-15 while heavy armour has high values of 80 or more.
sharp_resist = integer
The higher this value, the more resistance the champion has against attacks from sharp weapons.
fit_head = false [true]
fit_torso = false [true]
fit_legs = false [true]
fit_sheath = false [true]
fit_pouch = false [true]
fit_neck = false [true]
If you want this Thing to be wearable in the given location, set the value to true. For example, to make something function like a hat that can be worn on the head, you'd set fit_head = true. The default value for these properties is always false, so if you don't want an item to be wearable, you won't need to set any of them (unless you've cloned an item that already has some set to true). Note that all normal DM items can be held in either the champion's hands, except for ZoKathRa.
fit_chest = false [true]
For this item to be placeable inside a chest, set to true. If false, then the item won't fit inside.
stat_up = integer

Things can increase champion's statistics. This figure controls by how much to increase a stat: it's ten times the stat, so to increase the stat by 10 points you'd set stat_up = 100

stat= STAT_DEX | STAT_STR | STAT_WIS | STAT_VIT | STAT_AMA | STAT_AFI | STAT_LUC

The value in stat_up is used to increase the statistic in stat. Choose one from the list shown here.

Graphics (Things)

Graphics (Monsters)

Graphics (Wallitems)

Graphics (Doors)

Graphics (Floorflats)

Graphics (Flooruprights)