\r\n<Amplitude> <\/Amplitude><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, Describes the maximum deviation the projectile travels from the straight line path to the target when it travels in a sinusoidal path<\/div><\/td>\r\n<\/tr>\r\n \r\n<ArmorPiercing\/><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, means that the projectile is armor piercing<\/div><\/td>\r\n<\/tr>\r\n \r\n<BagType> <\/BagType><\/code><\/div><\/td>\r\nOften used with Equipment, describes the type of loot bag that the object drops in, 0 = brown bag, 1 = purple bag, 2 = light blue bag, 3 = dark blue bag, 4 = white bag <\/div><\/td>\r\n<\/tr>\r\n \r\n<Boomerang\/><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, means that the projectile makes a return path back to its source<\/div><\/td>\r\n<\/tr>\r\n \r\n<Class> <\/Class><\/code><\/div><\/td>\r\nObject descriptor like Player, Character, Wall, Projectile, or Game Object <\/div><\/td>\r\n<\/tr>\r\n \r\n<ConditionEffect> <\/ConditionEffect><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, describes the condition effect that the projectile casts on the objects that it hits, duration of the condition effect is in seconds<\/div><\/td>\r\n<\/tr>\r\n \r\n<Consumable\/><\/code><\/div><\/td>\r\nOften used with Equipment, means that the object can be used by a player, can only be used once<\/div><\/td>\r\n<\/tr>\r\n \r\n<Cube\/><\/code><\/div><\/td>\r\nOften used with Characters, specifically cubes, means that killing the object counts as a cube kill<\/div><\/td>\r\n<\/tr>\r\n \r\n<Damage> <\/Damage><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, specifies the amount of damage that the projectile will deal<\/div><\/td>\r\n<\/tr>\r\n \r\n<DeathSound> <\/DeathSound><\/code><\/div><\/td>\r\nDescribes the sound made when the object is destroyed<\/div><\/td>\r\n<\/tr>\r\n \r\n<Defence> <\/Defence><\/code><\/div><\/td>\r\nOften used with Characters and Players, specifies the amount of DEF that the object has, default value for enemies is 0, Players' Defence can increase until it reaches a specified maxium value<\/div><\/td>\r\n<\/tr>\r\n \r\n<Description> <\/Description><\/code><\/div><\/td>\r\nOften used with Equipment, specifies the amount of DEF that the object has, Players' Defence can increase until it reaches a specified maxium value<\/div><\/td>\r\n<\/tr>\r\n \r\n<DisplayID> <\/DisplayID><\/code><\/div><\/td>\r\nSpecifies the name of an object that will show up in the game instead of the assigned ID.\r\n Note: The Objects_12.0.xml file has nonsensical display IDs for all enemies. Please refer to an older version for Display IDs.<\/i> <\/div><\/td>\r\n<\/tr>\r\n\r\n<Enemy\/><\/code><\/div><\/td>\r\nOften used with Characters, means that the object is an enemy in the game<\/div><\/td>\r\n<\/tr>\r\n \r\n<FameBonus> <\/FameBonus><\/code><\/div><\/td>\r\nOften used with Equipment, describes the percent fame bonus granted when a player dies with the object equipped<\/div><\/td>\r\n<\/tr>\r\n \r\n<Flying\/><\/code><\/div><\/td>\r\nOften used with Characters, the object hovers above the ground<\/div><\/td>\r\n<\/tr>\r\n \r\n<Frequency> <\/Frequency><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, Describes how quickly the projectile cycles back to the straightline path to the target when it travels in a sinusoidal path<\/div><\/td>\r\n<\/tr>\r\n \r\n<God\/><\/code><\/div><\/td>\r\nOften used with Characters, means that killing the object counts as a god kill<\/div><\/td>\r\n<\/tr>\r\n \r\n<Group> <\/Group><\/code><\/div><\/td>\r\nOften used with Characters to specify what it will swarm with. Charactors will tend to cluster with other charactors of the same group<\/div><\/td>\r\n<\/tr>\r\n \r\n<HitSound> <\/HitSound><\/code><\/div><\/td>\r\nDescribes the sound made when the object is hit by a projectile<\/div><\/td>\r\n<\/tr>\r\n \r\n<Item\/><\/code><\/div><\/td>\r\nOften used with Equipment, means that the object is an item<\/div><\/td>\r\n<\/tr>\r\n \r\n<Level> <\/Level><\/code><\/div><\/td>\r\nOften used with Characters, specifies the minimum level needed for a player to get the object as a quest<\/div><\/td>\r\n<\/tr>\r\n \r\n<LifetimeMS> <\/LifetimeMS><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, specifies how long (in miliseconds) the projectile is alive, this can be used to calculate the range of or distance traveled by the projectile, Range or Distance traveled (in tiles) = Speed(tiles\/sec) * LifetimeMS * (1 sec\/ 1000 milisecond).<\/div><\/td>\r\n<\/tr>\r\n \r\n<MaxHitPoints> <\/MaxHitPoints><\/code><\/div><\/td>\r\nOften used with Characters and Players, gives the maximum HP that the object can have, Players' MaxHitPoints can increase until it hits a specified maximun value<\/div><\/td>\r\n<\/tr>\r\n \r\n<MaxDamage> <\/MaxDamage><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, specifies the maximum amount of damage that the projectile will deal<\/div><\/td>\r\n<\/tr>\r\n \r\n<MinDamage> <\/MinDamage><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, specifies the minimum amount of damage that the projectile will deal<\/div><\/td>\r\n<\/tr>\r\n \r\n<Model> <\/Model><\/code><\/div><\/td>\r\nOften used with Game Objects, means the object is a 3D shape in the game, its image from the user client will just be the skin that is placed on the 3D model <\/div><\/td>\r\n<\/tr>\r\n \r\n<MPCost> <\/MPCost><\/code><\/div><\/td>\r\nOften used with Equipment, gives the mp needed to use the object<\/div><\/td>\r\n<\/tr>\r\n \r\n<MultiHit\/><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, means that the projectile is able to hit more than one target i.e. piercing <\/div><\/td>\r\n<\/tr>\r\n \r\n<NoMiniMap\/><\/code><\/div><\/td>\r\nMeans that this object does not show up as a dot on the mini-map<\/div><\/td>\r\n<\/tr>\r\n \r\n<ObjectID> <\/ObjectID><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, indentifies the object that the projectile is modeled from<\/div><\/td>\r\n<\/tr>\r\n \r\n<Parametric\/><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, means that the path that the projectile makes follows a parametic curve, often a figure eight <\/div><\/td>\r\n<\/tr>\r\n \r\n<ParticleTrail\/><\/code><\/div><\/td>\r\nOften used with Equipment to describe the projectile the object will emit, means that the projectile leaves behind a partile trail as it travels forward<\/div><\/td>\r\n<\/tr>\r\n \r\n<PassesCover\/><\/code><\/div><\/td>\r\nOften used with Characters and Equipment to describe the projectile the object will emit, means that the projectile passes through objects<\/div><\/td>\r\n<\/tr>\r\n \r\n<Potion\/><\/code><\/div><\/td>\r\nOften used with Equipment, means that the object counts towards potions drunk when it is used<\/div><\/td>\r\n<\/tr>\r\n \r\n<Projectile> <\/Projectile><\/code><\/div><\/td>\r\nOften used with Characters and Equipment, information between these tags describe the projectiles that the object will emit<\/div><\/td>\r\n<\/tr>\r\n \r\n<Quest\/><\/code><\/div><\/td>\r\nOften used with Characters, means that a qualifying player is able to see the location of the object via the red quest arrow and red dot on the map<\/div><\/td>\r\n<\/tr>\r\n \r\n<Size> <\/Size><\/code><\/div><\/td>\r\nGives the percent size of an object, values larger than 100 means that the object is made of pixels that are larger than the standard pixel size <\/div><\/td>\r\n<\/tr>\r\n \r\n<Soulbound\/><\/code><\/div><\/td>\r\nOften used with Equipment and Dyes, means that the object can only be seen or used by the player who owns it<\/div><\/td>\r\n<\/tr>\r\n \r\n | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |