EDITING OBJECTS:
Primary stats: 0 STAT_BURLINESS 1 STAT_SAGACITY 2 STAT_NIMBLENESS 3 STAT_CADDISHNESS 4 STAT_STUBBORNNESS 5 STAT_SAVVY Secondary stats: 0 1 2 3 4 5 6 7 8 9 HITPOINTS SPELLPOINTS MELEE_POWER MAGIC_POWER CRITICAL HAYWIRE DODGE BLOCK COUNTER ENEMY_DODGE_REDUCTION
10 ARMOR_ABSORPTION 11 RESIST 12 SNEAKINESS 13 LIFE_REGEN 14 MANA_REGEN 15 WAND_BURNOUT_REDUCTION 16 TRAP_SENSE_LEVEL 17 TRAP_SIGHT_RADIUS 18 SIGHT_RADIUS
Descriptions:
"Burliness is the primary attribute of the Warrior and pertains to getting into trouble, hitting ones head on other people, and getting hit by large objects/limbs/pseudopods. It affects hitpoints, melee power, and block chance." Sagacity "Nimbleness is the primary attribute of the Rogue and is the quality of swiftness, grace, and not getting hit by things. It affects dodge chance, sneakiness, enemy dodge reduction, and counter-attack chance. Nimbleness is pretty great." Caddishness "Savvy is the primary attribute of the Bard and involves being clever while avoiding trouble. It affects magical haywire chance and sneakiness." Stubborness
Burliness
"Sagacity is the primary attribute of the wizard, and is mostly about being a know-it-all. It affects mana points and magic power."
Nimbleness
"Caddishness is the primary attribute of the Pirate and revolves around not caring about the feelings of others. It affects critical hit and counter-attack chance." Savvy "Stubbornness is the primary attribute of the Monk and enhances self-righteousness and the ability to ignore mean things other people say about you. It affects magical resistance and block chance."
Melee Power
"Melee Power affects how hard you hit with your weapons (or feet, if you don't have any). It's also how hard you throw stuff, but not how hard you shoot your crossbow bolts because that wouldn't make sense." Critical Chance "Counter Chance affects how likely you are to commit a vindictive act in melee combat by returning an enemy's attack with one of your own." Magic Power "Haywire Chance affects how likely your spells are to trigger a highly unstable resonance cascade event." Magic Resistance "Armour Absorption is how good your armor is at standing between you and inevitability. Each point of Armour Absorption removes one point of mundane damage types." Block Chance "Dodge Chance affects how likely you are to avoid the consequences of your actions and physical attacks."
"Critical Chance affects how likely you are to land a particularly effective blow in combat, dealing double damage." Counter Chance "Magic Power affects the power of your spells and how much mana they drain when cast." Haywire Chance "Affects how intuitively you can (mostly) nullify a magical attack against you." Armour Absorption "Block Chance affects how likely you are to (mostly) block what you deserve, at least so far as physical attacks go." Dodge Chance
"Enemy Dodge Reduction affects how likely an enemy is to not dodge your attacks. Because heroes never miss - but sometimes their attacks are dodged." Sneakiness "Visual Sight Radius is how far you can see in the dark dungeon." Wand Use Affinity "Trap Sight Radius determines the distance at which you can spot and identify traps." Trap Affinity "This is a rating of how good you are at smithery." Alchemy Level "This is a rating of how good you are at tinkering." Life Points "Listen up, this one is tricky: This number is your health regeneration bonus. It is subtracted from the base health regeneration rate to determine the number of steps it takes for you to regenerate one point of health. A higher number is better." Mana Points "Listen up, this one is tricky: This number is your mana regeneration bonus. It is subtracted from the base mana regeneration rate to determine the number of steps it takes for you to regenerate one point of mana. A higher number is better."
Enemy Dodge Reduction "Sneakiness is how good you are at tip-toeing around your problems rather than facing them. Helps with sneaking by enemies, not waking sleeping enemies, and with avoiding traps." Visual Sight Radius "Wand Use Affinity decreases the entropic build-up in a wand during regular use. In other words, with higher affinity you can probably fire a wand more before it burns out." Trap Sight Radius "Trap Affinity is a rating of your ability to avoid and disarm traps." Smithing Level "This is a rating of how good you are at alchemizing." Tinkerer Level "This number shows how not-dead you are. When it hits zero you cease to live. Try not to let that happen."
Health Regeneration Bonus
"This number shows your capacity to cast magic spells, all of which cost mana to some degree or other."
Mana Regeneration Bonus
Codes: <item name="Name" iconFile="items/icon.png" level="x" type="x" craftoutput="x"> <price amount="x"/> <description text="Description here."/>
item name="Name" iconFile="items/name.png" level="x" type="x"
The name of the item. The image of the item. The level of the item. It goes from 1 to 10 The tipology of weapons. 0=Sword 1=Axe 2=Mace 3=Staff 4=Crossbow 5=Throw 6=Bolt Set if the item is crafted (1) or found in dungeon (0). Set the price of the item. Set the description of the item. Set the amount of hp healed. Set the amount of mp restored. Set the type of damages dealt by the weapon. Set the bonus value that the item adds to one of the primary stats. (Check the first table) Set the bonus value that the item adds to one of the secondary stats. (Check the second table) Set the resistance bonus for a type of damages. Set if the item is an artifact. Must be added in the first line. Set the quality of the artifact.
Used for Throwing weapons and bolts. Type must be substituted with the damage type. Spell must be substituted with the spell name. Cantargetfloor permit the player to target the floor when it's 1.
craftoutput="x" <price amount="x"/> <description text="Description here."/> <food hp="x"/> <food mp="x"/> <weapon type1="x" type2="x"/> <primarybuff id="x" amount="x" /> <secondarybuff id="x" amount="x"/> <resistbuff type="x" /> artifact="1" <artifact quality="1"/> <weapon type="x" hit="Spell" cantargetfloor="x"/> thrown="items/Image.png" <armour level="x" type="type" /> <mushroom /> or <gem /> or alchemical=1> <casts spell="Spell"/>
Must be added after the weapon type=x. Set the png for the throwing weapon. Set the level of an armour and its type. This string substitute the level and type strings. The item will be considered a mushroom or a gem or an item useful for crafting. Cast a spell when used.
<trap trigger="once" casts="Spell" level="x"/> <potion spell="Spell" /> <wand spell="Spell" />
Used to make traps. You can set the spell to be activated and the dungeon level of the trap. Used to create potion effects. Used to create wands.
Damage types: Crushing "Crushing damage is caused by maces, blunt objects, feet, rocks, and elderly gravy. It is affected by your opponent's armour." "Slashing damage is caused when you manage to get the sharp bit of the weapon to cut through the flesh of the other guy. It is affected by your opponent's armour." "Blasting damage, first discovered by Alfred Nobel, refers to any damage projected from the quasi-elemental plane of dynamite. It is affected by your opponent's armour." "Piercing damage is caused when you manage to get the pointy bit of the weapon to stick into the other guy's flesh. It bypasses armour." "Conflagratory damage is inflicted upon your opponent when you manage to set any part of them on fire. It is not affected by armour." "Hyperborean damage is inflicted by frost bite, frost demons, frost weapons, Frost Brand, and frost giants. It is not affected by armour." "Voltaic damage is any damage of an electrical nature. It is not affected by your opponent's armour." "Toxic damage is everything icky, nasty, and poisonous. It is often inflicted by tiny Brazilian frogs. The frogs do not like you very much, and we do not recommend strapping them to your equipment. It is not affected by armour." "Righteous damage is inflicted by holy weaponry, really pretty elven maidens, angelic beings, certain sorts of very mystical and holy crystals, and mineral water. It bypasses your opponent's armour." "Necromantic damage is inflicted by necromancy, which usually means that you have a sword that drains life or turns people into zombies or something. It bypasses your opponent's armour." "Acidic damage is why you should always be careful when attempting to make a really large baking-soda-andvinegar volcano. It bypasses your opponent's armour." "Putrefying damage is inflicted by any attacks that cause your opponent's flesh to decay and rot, such as by attacking them with the vegetable crisper in a refridgerator. It bypasses your opponent's armour." "Transmutative damage is inflicted when your attack changes something into something else, like clean white linens into a very large drycleaning bill. It bypasses your opponent's armour." "Aethereal damage is inflicted when your attack damages
Slashing
Blasting
Piercing
Conflagratory
Hyperborean
Voltaic Toxic
Righteous
Necromantic
Acidic
Putrefying
Transmutative
Aethereal
using the power of the stars. We have absolutely nothing funny to say about this, because we take astronomy very seriously. So should you. It bypasses your opponent's armour." Asphyxiative "Asphyxiative damage is very hard to spell, and is inflicted upon your opponent when your attack suddenly causes them to stop breathing. This is usually accomplished by removing air from the room, and replacing it with gas, cabbage scents, or noxious cologne. It bypasses your opponent's armour." "Existential damage: does it exist or not? We don't know, but your weapon may inflict it on somebody... if they exist. It bypasses your opponent's armour, if it exists. This tooltip is now going to go off and question its existence, read Heidegger, and weep piteously into a bottle of Dr. Sanin's New-Age Pilsner." Armour types: Amulets Head Chest Hands Rings Waist Legs Shield
Existential
Examples: -The Meat Armour<item name="The Meat Armour" iconFile="items/meat_armour.png"> <price amount="1450"/> <armour level="7" type="chest"/> <secondarybuff id="13" amount="1"/> <secondarybuff id="10" amount="2"/> <secondarybuff id="0" amount="5"/> <resistbuff putrefying="-2" /> <description text="I love the fresh smell of steak in the morning."/> </item> First of all let's create the first lines <item name="The Meat Armour" of code. iconFile="items/meat_armour.png"> Now it's time to add the price. We have to set the item to be an armour so we add these lines: It's time to add the stats bonus. I think +1 health regeneration / +2 Armour absorption / +5 health will be fine. I think it will be useless against putrefying damages. Description time! Let's complete it. <price amount="1450"/> <armour level="7" type="chest"/> <secondarybuff id="13" amount="1"/> <secondarybuff id="10" amount="2"/> <secondarybuff id="0" amount="5"/> <resistbuff putrefying="-2" /> <description text="I love the fresh smell of steak in the morning."/> </item> Mission completed!