Tags |
Decription |
---|---|
<Amplitude> </Amplitude> |
Often used with Characters and Equipment to describe the projectile the object will emit, Describes the maximum deviation the projectile travels from the straightline path to the target when it travels in a sinusoidal path |
<ArmorPiercing/> |
Often used with Characters and Equipment to describe the projectile the object will emit, means that the projectile is armor piercing |
<BagType> </BagType> |
Often 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 |
<Boomerang/> |
Often 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 |
<Class> </Class> |
Object descriptor like Player, Character, Wall, Projectile, or Game Object |
<ConditionEffect> </ConditionEffect> |
Often 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 |
<Consumable/> |
Often used with Equipment, means that the object can be used by a player, can only be used once |
<Cube/> |
Often used with Characters, specifically cubes, means that killing the object counts as a cube kill |
<Damage> </Damage> |
Often used with Characters and Equipment to describe the projectile the object will emit, specifies the amount of damage that the projectile will deal |
<DeathSound> </DeathSound> |
Describes the sound made when the object is destroyed |
<Defence> </Defence> |
Often 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 |
<Description> </Description> |
Often used with Equipment, specifies the amount of DEF that the object has, Players' Defence can increase until it reaches a specified maxium value |
<DisplayID> </DisplayID> |
Specifies the name of an object that will show up in the game instead of the assigned ID.
Note: The Objects_12.0.xml file has nonsensical display IDs for all enemies. Please refer to an older version for Display IDs. |
<Enemy/> |
Often used with Characters, means that the object is an enemy in the game |
<FameBonus> </FameBonus> |
Often used with Equipment, describes the percent fame bonus granted when a player dies with the object equipped |
<Flying/> |
Often used with Characters, the object hovers above the ground |
<Frequency> </Frequency> |
Often 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 |
<God/> |
Often used with Characters, means that killing the object counts as a god kill |
<Group> </Group> |
Often used with Characters to specify what it will swarm with. Charactors will tend to cluster with other charactors of the same group |
<HitSound> </HitSound> |
Describes the sound made when the object is hit by a projectile |
<Item/> |
Often used with Equipment, means that the object is an item |
<Level> </Level> |
Often used with Characters, specifies the minimum level needed for a player to get the object as a quest |
<LifetimeMS> </LifetimeMS> |
Often 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). |
<MaxHitPoints> </MaxHitPoints> |
Often 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 |
<MaxDamage> </MaxDamage> |
Often used with Characters and Equipment to describe the projectile the object will emit, specifies the maximum amount of damage that the projectile will deal |
<MinDamage> </MinDamage> |
Often used with Characters and Equipment to describe the projectile the object will emit, specifies the minimum amount of damage that the projectile will deal |
<Model> </Model> |
Often 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 |
<MPCost> </MPCost> |
Often used with Equipment, gives the mp needed to use the object |
<MultiHit/> |
Often 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 |
<NoMiniMap/> |
Means that this object does not show up as a dot on the mini-map |
<ObjectID> </ObjectID> |
Often used with Characters and Equipment to describe the projectile the object will emit, indentifies the object that the projectile is modeled from |
<Parametric/> |
Often 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 |
<ParticleTrail/> |
Often used with Equipment to describe the projectile the object will emit, means that the projectile leaves behind a partile trail as it travels forward |
<PassesCover/> |
Often used with Characters and Equipment to describe the projectile the object will emit, means that the projectile passes through objects |
<Potion/> |
Often used with Equipment, means that the object counts towards potions drunk when it is used |
<Projectile> </Projectile> |
Often used with Characters and Equipment, information between these tags describe the projectiles that the object will emit |
<Quest/> |
Often 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 |
<Size> </Size> |
Gives 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 |
<Soulbound/> |
Often used with Equipment and Dyes, means that the object can only be seen or used by the player who owns it |
<Spawn> </Spawn> |
Often used with Characters, specifies the minimum, maximum, mean, and standard deviation of the number of the object that will spawn if it spawns in groups |
<SpawnProb> </SpawnProb> |
Often used with Characters, describes the likelyhood of the object spawning, maximum value is 1.0 |
<Speed> </Speed> |
Often used with Projectiles and Players, describes how quickly the object can move, Players' Speed can increase until it reaches a specified maxium value, For Projectiles: Speed (tiles/sec) = Speed/10, For Players: Speed (tiles/sec) = 4 + 5.6 * (Speed / 75) |
<StasisImmune/> |
Often used with Characters, means that the object cannot be stasised |
<Terrain> </Terrain> |
Often used with Characters, describes the biome that the object appears in |
<Tier> </Tier> |
Often used with Equipment, describes the equipment tier of the object |
<Usable/> |
Often used with Equipment, means that the object can be used by a player, often more than once |
<XPMult> </XPMult> |
Often used with Characters, can be used to find the EXP gained for killing the object, EXP gained = Max HP* XPMult/10 (rounded to the nearest whole number), Default value is 1 |
If we look up Septavius, something like the image below comes up
From "<MaxHitPoints>" , we find that maximum HP is 8000.
From "<Defences>" , we find that DEF is 12.
From "<Flying>" , we find that Septavius is a flying enemy.
From "<Quest>" , we find that players can have a red quest arrow that points to Septavius.
From "<God>" , we find that killing Septavius counts as a god kill.
From "<StasisImmune>" , we find that Septavius is immune to stasis.
From "<Level>" , we find that the player need to be at least level 1 in order to see Septavius's red quest arrow
From "<XPMult>" , we find that killing Septavius gives 560 EXP, following the formula
If we take a look at his projectiles, we see something like below.
From "<Speed>" , we find that his White Bullet has a speed of 8 tiles/sec and his Brown Magic has a speed of 9 tiles/sec, following the formula
From "<Damage>" , "<MinDamage>", and "<MaxDamage>", we find that White Bullet will always deal 75 damage and Brown Magic will deal a range of 40 to 45 damage.
From "<LifetimeMS>" , we find that White Bullet has a life of 1500 miliseconds and Brown Magic has a life of 2600 miliseconds. With this, we can find the range (or rather the amount of tiles the projectile will travel)
So White Bullet travels 12 tiles and Brown Magic travels 23.4 tiles
From "<ArmorPiercing>" , we find that White Bullet is an armor piercing attack.
From "<MultiHit>" , we find that White Bullet and Brown Magic can hit more than one player during its lifetime
From "<Boomerang>" , we find that Brown Magic will make a return path back to Septavius during its lifetime.
From "<ConditionEffect>" and "duration=", we find that Brown Magic will cast Quiet for 1 sec on players that it hits.