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