Difference between revisions of "DSB/Archetypes/Properties"

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;shortdesc = "string"
 
;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.
 
:"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.
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 +
;icon = gfx.icons[integer]
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:The icon of a Thing is the image displayed when picked up by the mouse cursor, when placed anywhere in the inventory, and when held in the champion's hand. By default, DSB creates icons from a pre-defined grid of images and the number specified selects the relevant icon. You can of course override this grid with your own images, or even specify single bitmaps.
 +
 +
;dungeon = gfx.name
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:The dungeon property specifies the image displyed when the Thing is placed on the ground, in an alcove or on a table. It's also used when the Thing is thrown, although thrown items can have their own unique images (see next)
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;flying_away = gfx.name
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;flying_toward = gfx.name
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;flying_side = gfx.name
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:The '''flying_''' properties are used to specify bitmaps for thrown weapons such as swords, clubs and spells. Either static images or animations can be used here. This is used in the standard code for making the wooden club appear to rotate as its thrown, and for swords to have their sharp point face away from the player when thrown.
  
 
;hit_sound = snd.sound
 
;hit_sound = snd.sound
Line 34: Line 45:
 
;fit_torso = false [true]
 
;fit_torso = false [true]
 
;fit_legs = false [true]
 
;fit_legs = false [true]
;fit_sheath = false [true]
 
 
;fit_pouch = false [true]
 
;fit_pouch = false [true]
 
;fit_neck = 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.
 
: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.
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 +
;fit_quiver = false [true]
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The quiver is the the four item container shown in a champion's inventory. This is usually set to true for small thrown or shot items, such as darts, arrows and throwing stars.
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;fit_sheath = false [true]
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The sheath is the first slot in the quiver. Swords and other weapons usually have this set to true so that a secondary weapon can be kept handy by the champion.
  
 
;fit_chest = false [true]
 
;fit_chest = false [true]
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;stat_up = integer
 
;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>
+
: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
 
;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.
+
: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 21:14, 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.
icon = gfx.icons[integer]
The icon of a Thing is the image displayed when picked up by the mouse cursor, when placed anywhere in the inventory, and when held in the champion's hand. By default, DSB creates icons from a pre-defined grid of images and the number specified selects the relevant icon. You can of course override this grid with your own images, or even specify single bitmaps.
dungeon = gfx.name
The dungeon property specifies the image displyed when the Thing is placed on the ground, in an alcove or on a table. It's also used when the Thing is thrown, although thrown items can have their own unique images (see next)
flying_away = gfx.name
flying_toward = gfx.name
flying_side = gfx.name
The flying_ properties are used to specify bitmaps for thrown weapons such as swords, clubs and spells. Either static images or animations can be used here. This is used in the standard code for making the wooden club appear to rotate as its thrown, and for swords to have their sharp point face away from the player when thrown.
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_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_quiver = false [true]

The quiver is the the four item container shown in a champion's inventory. This is usually set to true for small thrown or shot items, such as darts, arrows and throwing stars.

fit_sheath = false [true]

The sheath is the first slot in the quiver. Swords and other weapons usually have this set to true so that a secondary weapon can be kept handy by the champion.

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)