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Atrybuty item?w

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Zamknięty.

Qbix1906

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Wrzesień 12, 2008
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Witam, od pewnego czasu zajmuje si? mapperstwem w wi?c w XML jestem zielony.. Potrzebuje atrybuty item?w do TFS 0.4 np
<attribute key="description" value="" />
<attribute key="weight" value="" />
<attribute key="slotType" value="" />
<attribute key="fieldAbsorbPercentFire" value="" />
<attribute key="transformEquipTo" value="" />
<attribute key="duration" value="" />
<attribute key="showduration" value="" />
<attribute key="speed" value=""/>
<attribute key="manaTicks" value=""/>
<attribute key="healthTicks" value=""/>
<attribute key="healthGain" value=""/>
<attribute key="manaGain" value=""/>
itp itd z wyt?umaczeniami. Prosz? szybko bo w?asnie edytuje itemy ale nie wiem dok?adnie co kt?re oznacza xD
 
Odp: Atrybuty item?w

<attribute key="description" value="" /> ///Opis itema
<attribute key="weight" value="" /> ///waga
<attribute key="slotType" value="" /> //// gdzie ma si? znajdowa? np body -czyli armor, legs , backpack,feet,head
<attribute key="transformEquipTo" value="" />/// je?eli go za?o?ysz transformuje si? w item o id:
<attribute key="duration" value="" /> /// Czas trwania itemy tak jak np. softy 240 min
<attribute key="showduration" value="" /> /// pokazuje czas - 0 nie pokazuje -1 pokazuje
<attribute key="speed" value=""/>/// dodaje speeda
<attribute key="manaTicks" value=""/>//// jaki czas
<attribute key="healthTicks" value=""/> ///jaki czas
<attribute key="healthGain" value=""/> ///dostawania hp
<attribute key="manaGain" value=""/> ////dostawania many
<attribute key="skillSword" value="30" /> // dodaje np. 30 sworda mo?e by? te? axe itp.
<attribute key="magiclevelpoints" value="15" /> /// dodaje np .15 mlvl
<attribute key="absorbPercentFire" value="90" /> (protection %)absorbPercentManaDrain,absorbPercentFire,absorbPercentIce,absorbPercentPhysical,absorbPercentHoly,absorbPercentEnergy,absorbPercentEarth
 
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Odp: Atrybuty item?w

<attribute key="healthGain" value=""/> ///dostawania hp
<attribute key="manaGain" value=""/> ////dostawania many
W sekundach, minutach?
-------------------------
Jeszcze jedno jak zmienic obra?enia wanda?
 
Odp: Atrybuty item?w

W sekundach 1 = 1sek

Obra?enia wanda zmieniasz w weapons.xml o ile nie posiada on osobnego skryptu.
 
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Odp: Atrybuty item?w

Okej dzi?kuje...
Aaa w?a?nie jeszcze pare pytan :D
Jak doda? takie "bonusy" do obra?e? psychicznych, od lodu ziemi itp
Jak zrobi? item od levelu
Jak zrobi? item dla profesjii
Jak zmienic obra?enia wanda?
 
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Odp: Atrybuty item?w

Bonusy od ?ywio??w to
Kod:
<attribute key="elementIce" value=""/>
<attribute key="elementFire" value=""/>
<attribute key="elementEarth" value=""/>
<attribute key="elementHoly" value=""/>
<attribute key="elementDeath" value=""/>
tu masz dodatkowo item dodaj?cy mlev
Kod:
<attribute key="magiclevelpoints" value=""/>

Item od lev i profesji robisz w weapons.xml
 
Odp: Atrybuty item?w

@up: dla profesji i lvl je?li nie s? to bronie, to robi si? w movements.
 
Odp: Atrybuty item?w

Tutaj masz wszystkie mo?liwe atrybuty:

Kod:
? name            (name of the item) 
? article        (article behind the name, for example "a tree" or "an armor") 
? plural        (name in plural) 
? type 
        key values 
                    magicfield 
                    depot 
                    mailbox 
                    trashholder 
                    teleport 
                    door 
                    bed 
? description 
? runespellname 
? weight 
? showcount 

? armor 
? defense 
? extradefense             (or extradef) 
? attack 
? extraattack             (or extraatk) 
? attackspeed             (in miliseconds, so 1000 = 1 sec) 

? rotateto 
? moveable            (or movable) 
? blockprojectile 
? allowpickupable 
? floorchange 
            key values 
                        down 
                        north 
                        south 
                        west 
                        east 
? corpsetype 
            key values 
                        venom 
                        blood 
                        undead 
                        fire 
                        energy 
? containersize 
? fluidsource 

? writeable            (or writable) 
            key values 
                        canWriteText = 0 for no, 1 for yes. 
                        canReadText = 0 for no, 1 for yes. 
                         
? maxtextlen            (or maxtextlength) 
? writeonceitemid 

? worth 
? forceserialize        (or forceserialization or forcesave) 
? leveldoor 

? weapontype 
                key values 
                        sword 
                        club 
                        axe 
                        shield 
                        distance 
                        wand (or rod) 
                        ammunition 
                        fist 
? slottype 
                key values 
                        head 
                        body 
                        legs 
                        feet 
                        backpack 
                        two-handed 
                        necklace 
                        ring 
                        ammo 
                        hand 
? ammotype 
? shoottype 
? effect 
? range 

? stopduration 
? decayto 
? transformequipto 
? transformdeequipto 
? duration 
? showduration 
                key values 
                            0 = Doest show. 
                            1 = Shows. 
                             
? charges 
? showcharges                (same key values as showduration) 
? breakchance 
                key values 
                            Min 0, max 100. 
                            0 = Never breaks. 
                            100 = Breaks in 1st hit. 
                            You can use any value between 0-100, being the number you choose the % chance of breaking. 
? ammoaction 

? hitchance 
                key values 
                            Min 0, Max 100. 
? maxhitchance                (same key values as hit chance) 

? preventloss 
                key values 
                            0 = Doesnt prevent loss. 
                            1 = Prevents loss. 
? preventdrop                (same as above) 

? invisible 
                key values 
                            1 = Invisible. 
? speed 

? healthgain 
? healthticks                (in miliseconds, so 1000 = 1 second) 
? managain 
? manaticks                (same as healthticks) 

? manashield 
                key values 
                            1 = Activates manashield. 
                         
? skillsword                (these ones increase the respective skill depending on the number you put as value) 
? skillaxe 
? skillclub 
? skilldist 
? skillfish 
? skillshield 
? skillfist 

? maxhealthpoints            (same as skills, but increases your max HP depending on the value you choose) 
? maxhealthpercent            (same as above but increases it in PERCENTAGE, note that the value you will write must be AMOUNTYOUWANT+100, because 100 is 100% = the total HP you have, so if you want to add 50% HP, you must set the value to 150, [B]not[/B] 50%, putting 50% will cut the total HP to half) 
? maxmanapoints                (same structure as maxhealthpoints) 
? maxmanapercent            (same structure as maxhealthpercent) 
? soulpoints                (same as above) 
? soulpercent                (same structure as maxhealthpercent *not sure bout this one though*) 
? magiclevelpoints            (the number you put on value here will be the amount of Magic Levels added) 
? magiclevelpercent            (same as above but in percentage, and it has same structure as maxhealthpercent, value = AMOUNT+100) 

? absorbpercentall            (the number you put is the % of damage it will absorb, from ALL types of attacks) 
? absorbpercentelements            (the number you put is the % of damage it will absorb, from attacks based on ELEMENTS) 
? absorbpercentmagic            (the number you put is the % of damage it will absorb, from all attacks based on MAGIC) 
? absorbpercentenergy            (same as above but from energy atks) 
? absorbpercentfire            (at this point you probably understood how these work) 
? absorbpercentpoison            (or absorbpercentearth) 
? absorbpercentice 
? absorbpercentholy 
? absorbpercentdeath 
? absorbpercentlifedrain 
? absorbpercentmanadrain 
? absorbpercentdrown 
? absorbpercentphysical            (physical = melee-related damages I guess?) 
? absorbpercenthealing 
? absorbpercentundefined        (dont ask, no idea what this is, Im guessing the dmgs that dont fit on the other categories) 

? suppressshock                (or suppressenergy)        (1 = removes ENERGY condition) 
? suppressburn                (or suppressfire)        (same for FIRE condition) 
? suppresspoison            (or suppressearth)        (you got it) 
? suppressfreeze            (or suppressice) 
? suppressdazzle            (or suppressholy) 
? suppresscurse                (or suppressdeath) 
? suppressdrown 
? suppressphysical 
? suppresshaste 
? suppressparalyze 
? suppressdrunk 
? suppressregeneration 
? suppresssoul 
? suppressoutfit 
? suppressinvisible 
? suppressinfight            (Im guessing this means it removes the "battle" lock for logging out) 
? suppressexhaust 
? suppressmuted 
? suppresspacified 
? suppresslight 
? suppressattributes 
? suppressmanashield 

? field 
        key values 
                    fire 
                    energy 
                    earth    (or poison) 
                    ice    (or freezing) 
                    holy    (or dazzled) 
                    death    (or cursed) 
                    drown 
                    physical 
                            ticks    (these are extra "subvalues" for the fields dmg itself) 
                            count 
                            start 
                            damage 

? elementphysical            (These are the weapons with elemental damages, like poison dagger, etc. The value you put is the amount of atk on that element) 
? elementfire 
? elementenergy 
? elementearth 
? elementice 
? elementholy 
? elementdeath 
? elementlifedrain 
? elementmanadrain 
? elementhealing 
? elementundefined 

? replaceable                (or replacable) 
? partnerdirection 
? maletransformto            (transforms you to male) 
? femaletransformto            (same as above but to female) 
? transformto                (not sure)

Co prawda komentarze po angielsku, ale nie powiniene? mie? problem?w z domy?leniem si? o co chodzi.

Jak zrobi? item od levelu
W pliku movements.xml, przy skrypcie itemku (tutaj na przyk?adzie jakiego? buta) zmieniasz ???te:
Kod:
<movevent type="Equip" itemid="9932" slot="feet"[COLOR="Yellow"] level="130"[/COLOR] event="function" value="onEquipItem"/>
<movevent type="DeEquip" itemid="9932" slot="feet" event="function" value="onDeEquipItem"/>
Jak zrobi? item dla profesjii
Do samo co wy?ej, tylko zmieniasz/dodajesz to:
Kod:
<vocation id="x"/>
Jak zmienic obra?enia wanda?
Weapons/weapons.xml zmieniasz ???te
Kod:
<wand id="2182" level="7" mana="2" [COLOR="yellow"]min="8" max="18" [/COLOR]type="earth" event="function" value="default">
 
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