stendhal/data/conf/skill_test.xml
2018-10-13 18:08:25 -07:00

203 lines
6.4 KiB
XML

<!-- This is just an experimental file that me (danter) is using for creating the new RP -->
<!-- system, there is no guarantee that this file or the values in it will be used later -->
<!-- The table below is best viewed with a tabspace of 4 and a monospaced font-->
<!-- _KEYWORDS_ - keywords is the ones starting a new tag, ie: <keyword> -->
<!-- class = the class type the described skill belongs to -->
<!-- requiers = requierments needed in order to learn or use the skill. These Keywords -->
<!-- is awailable here for now, more will come when I "define" more skills: -->
<!-- weapon = indicates a specific weapon type that needs to be -->
<!-- equipped -->
<!-- skill = specifies a skill you need to learn before you can -->
<!-- learn this skill, the level value is the required lvl -->
<!-- needed in that skill -->
<!-- effect = gfx eye candy that the skill uses, like fire, ice, freeze etc effects, -->
<!-- this needs to be evolved more -->
<!-- skill_bonus = added bonuses you get per skill lvl, this area needs atleast one LVL -->
<!-- section -->
<!-- LVL = describes the skill lvl range the parameters in the section is used on -->
<!-- bonus = bonuses that is added to your stats or attacks when the skill is used. -->
<!-- The keywords awailable for the bonus keyword is these for now, more -->
<!-- will come when I "define" more skills: -->
<!-- damage = Increases the total damage of your attacks -->
<!-- attacks = Amount of attacks that can be made -->
<!-- atk_range = Max attack range with a ranged weapon -->
<!-- sgt_range = Max sight range for the player -->
<!-- base_hp = Defines the max hp you can have -->
<!-- regen_hp = Regeneration speed for your hp -->
<!-- atk_spd = Max attack speed when attacking -->
<!-- evade = Chance of evading an attack -->
<!-- speed = Max walking speed when moving -->
<!-- mp_cost = how much mp the skill burns at usage -->
<!-- preparation = time before skill is cast, 0 = instant -->
<!-- duration = the time the skill lasts, 0 = no duration (same as normal melee attack) -->
<!-- _CONSTANTS_ - Constant values use capital letters-->
<!-- AUTO = as soon as you have the skill, it self casts -->
<!-- PERMANENT = once it has been casted, it's always activated -->
<!-- ALL = the formula is used in all skill lvls -->
<!-- MELEE = means you have to have a melee weapon equipped -->
<!-- RANGED = means you have to have a ranged weapon equipped -->
<!-- _VARIABLES_ - Variables is incapsulated by the ${XXX}, the XXX IS the variable name here -->
<!-- SKILL_LVL = Gets the skill lvl of the current skill -->
<skills>
<!-- Quick Strike - Waste some MP to fire a few fast arrows towards one opponent -->
<skill name="Quick_Strike">
<class value="Archer" />
<requiers>
<weapon value="RANGED" />
</requiers>
<effect>
<multiple_arrows />
</effect>
<skill_bonus>
<LVL value="ALL">
<bonus damage="${SKILL_LVL}*0.5" />
<mp_cost value="${SKILL_LVL}*XX" />
<preparation value="0" />
<duration value="0" />
</LVL>
</skill_bonus>
</skill>
<!-- Arrow Shower - Waste some MP to fire seweral arrows towards seweral monster in one turn -->
<skill name="Arrow_Shower">
<class value="Archer" />
<requiers>
<skill value="Quick_Strike" level="10" />
<weapon value="RANGED" />
</requiers>
<effect>
<multiple_arrows />
</effect>
<skill_bonus>
<LVL value="ALL">
<bonus attacks="(${SKILL_LVL}/2)+1" />
<mp_cost value="${SKILL_LVL}*XX" />
<preparation value="0" />
<duration value="0" />
</LVL>
</skill_bonus>
</skill>
<!-- Falcon Eyes - Increases max sight range for the archer -->
<skill name="Falcon_Eyes">
<class value="Archer" />
<skill_bonus>
<LVL value="ALL">
<preparation value="AUTO" />
<duration value="PERMANENT" />
<bonus sgt_range="(${SKILL_LVL}/10)+1" />
</LVL>
</skill_bonus>
</skill>
<!-- Marksmanship - Increases max attack range for the archer -->
<skill name="Marksmanship">
<class value="Archer" />
<requiers>
<skill value="Falcon_Eyes" level="10" />
<weapon value="RANGED" />
</requiers>
<skill_bonus>
<LVL value="ALL">
<preparation value="AUTO" />
<duration value="PERMANENT" />
<bonus sgt_range="(${SKILL_LVL}/10)+1" />
</LVL>
</skill_bonus>
</skill>
<!-- Power Strike - Waste some MP to boost attack power and max damage in one attack -->
<skill name="Power_Strike">
<class value="Warrior" />
<requiers>
<weapon value="MELEE" />
</requiers>
<effect></effect>
<skill_bonus>
<LVL value="ALL">
<preparation value="0" />
<duration time="0" />
<bonus damage="(${SKILL_LVL}/10)*2" />
</LVL>
</skill_bonus>
</skill>
<!-- Body Training - Increases MAX HP -->
<skill name="Body_Training">
<class value="Warrior" />
<skill_bonus>
<LVL value="ALL">
<preparation value="AUTO" />
<duration value="PERMANENT" />
<bonus base_hp="${SKILL_LVL}+${SKILL_LVL}*0.2" />
</LVL>
</skill_bonus>
</skill>
<!-- Recovery - Increases HP Regeneration Speed -->
<skill name="Recovery">
<class value="Warrior" />
<requiers>
<skill value="Body_Training" level="10" />
</requiers>
<skill_bonus>
<LVL value="ALL">
<preparation value="AUTO" />
<duration value="PERMANENT" />
<bonus regen_hp="${SKILL_LVL}+${SKILL_LVL}*0.2" />
</LVL>
</skill_bonus>
</skill>
<!-- Sprint - Increases walk speed for a very short time -->
<skill name="Sprint">
<class value="Warrior" />
<requiers>
<weapon value="MELEE" />
</requiers>
<skill_bonus>
<LVL value="ALL">
<preparation value="0" />
<duration value="..." />
<bonus speed="..." />
</LVL>
</skill_bonus>
</skill>
<!-- Quickness - Increases Attack speed -->
<skill name="Quickness">
<class value="Warrior" />
<requiers>
<skill value="Sprint" level="10" />
<weapon value="MELEE" />
</requiers>
<skill_bonus>
<LVL value="ALL">
<preparation value="0" />
<duration value="..." />
<bonus atk_spd="..." />
</LVL>
</skill_bonus>
</skill>
<!-- Swiftness - Increases Dodge Rate -->
<skill name="Swiftness">
<class value="Warrior"/>
<requiers>
<skill value="Sprint" level="20" />
<weapon value="MELEE" />
</requiers>
<skill_bonus>
<LVL value="ALL">
<preparation value="0" />
<duration value="..." />
<bonus evade="..." />
</LVL>
</skill_bonus>
</skill>
</skills>