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players [2015/09/02 17:00] (current)
anarch16sync created
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 +====== Players ======
  
 +Players are character units used to represent the player class.
 +----
 +
 +===== Properties =====
 +----
 +^ NAME ^ TYPE ^ DESCRIPTION |
 +|ARMOR|INTEGER|The base armor for the character|
 +|ATTACK_SOUND|STRING|The sound bank to play when performing an attack|
 +|BASEFILE|STRING|base file from which this unit will inherit properties.|
 +|DEATH_SOUND|STRING|The sound bank to play when player is killed|
 +|DEFENSE|INTEGER|The player'​s initial Vitality (100 will give 100% of the graph value)|
 +|DESCRIPTION|STRING|The class description as seen on the character selection screen|
 +|DEXTERITY|INTEGER|The player'​s initial Dexterity (100 will give 100% of the graph value)|
 +|DISPLAYNAME|TRANSLATE|The in-game name of the player class|
 +|GOLD|INTEGER|The amount of gold to start with|
 +|GOLD_SOUND|STRING|Sound played when items are purchased or traded.|
 +|HEALTH_GRAPH|STRING|Graph name to use for HP per level|
 +|ICON|STRING|The normal icon used for the player'​s portrait|
 +|ICONLIT|STRING|The hover-over state icon for the portrait|
 +|ICONSELECTED|STRING|The selected state icon for the protrait|
 +|INJURE_SOUND|STRING|sound bank to play when the player is injured|
 +|MAGIC|INTEGER|The player'​s initial Focus (100 will give 100% of the graph value)|
 +|MANA_GRAPH|STRING|Graph used for MP per level|
 +|MESHFILE|STRING|mesh file in the resource directory specified to use.|
 +|MINDAMAGE|INTEGER|Min damage for the player per level (Percent of "​MONSTER_DAMAGE"​ graph for all difficulty levels)|
 +|MISS_SOUND|STRING|sound to play with the player'​s attack misses|
 +|NAME|STRING|unit name for the player (not seen in game, should be unique)|
 +|PARTICLE_GETHIT|STRING|Particle to play when the player is hit|
 +|QUESTCOMPLETED_SOUND|STRING|Sound to play when a quest is complete|
 +|QUESTRECEIVED_SOUND|STRING|Sound to play when a quest is recived|
 +|REACH_BONUS|FLOAT|Additional reach radius within which the player can hit.|
 +|RESOURCEDIRECTORY|STRING|The directory where the mesh is to be found|
 +|RUN_ANIM_MULT|FLOAT|Multiplier on the run animation speed|
 +|RUNNINGSPEED|FLOAT|Running speed for the player|
 +|SCALE|FLOAT|Scale for the player mesh|
 +|SHIELD_SCALE|FLOAT|Scale for equipped shields|
 +|SKILL_POINTS_PER_FAME_LEVEL|STRING|Graph name for defining the number of skill points given per fame level.|
 +|SKILL_POINTS_PER_LEVEL|STRING|Graph name for defining the number of skill points given per character level.|
 +|STAT_POINTS_PER_LEVEL|STRING|Graph name for defining the number of stat points given per character level.|
 +|STEP_SOUND|STRING|Default sound to play for footsteps|
 +|STEP_SOUNDSTONE|STRING|sound to play for footsteps on stone|
 +|STEP_SOUNDWOOD|STRING|sound to play for footsteps on wood|
 +|STRENGTH|INTEGER|The player'​s initial Strength (100 will give 100% of the graph value)|
 +|UISKILLTREE|STRING|The UI layout to use for the player'​s skill tree|
 +|UNIT_GUID|STRING|the unique ID for this unit|
 +|UNITTYPE|STRING|The unittype for this unit|
 +|VOICECANTCAST_SOUND|STRING|Sound played when skill can't be cast|
 +|VOICECANTCASTHERE_SOUND|STRING|Sound played when a waypoint can't be opened (weirdly named, I know).|
 +|VOICEFAMEUP_SOUND|STRING|Sound played when the player levels up in fame|
 +|VOICEFORTUNEBAD_SOUND|STRING|Sound played for things like bad enchanting|
 +|VOICEFORTUNEGOOD_SOUND|STRING|Sound played for things like good enchanting|
 +|VOICEHEALTHLOW_SOUND|STRING|Sound played when the player'​s health is low|
 +|VOICEIMPOSSIBLE_SOUND|STRING|Sound played when the player can't do a thing|
 +|VOICEINSUFFICIENTGOLD_SOUND|STRING|Sound played when the player can't purchased a thing due to lack of funds|
 +|VOICEINVENTORYFULL_SOUND|STRING|Sound played when the player attempts to pick something up when their pack is full|
 +|VOICELEVELUP_SOUND|STRING|Sound played when the player levels up|
 +|VOICEMANALOW_SOUND|STRING|Sound played when the player'​s MP is low|
 +|VOICENEWQUEST_SOUND|STRING|Sound played when the player is given a new quest|
 +|VOICEPETDEPARTED_SOUND|STRING|Sound played when the player sends their pet to town.|
 +|VOICEPETFLED_SOUND|STRING|Sound played dwith the player'​s pet flees|
 +|VOICEPETINVENTORYFULL_SOUND|STRING|Sound played when the attempting to put something in the pet's inventory when it's full|
 +|VOICEPETRETURNED_SOUND|STRING|Sound played with the player'​s pet returns from town|
 +|VOICEQUESTCOMPLETE_SOUND|STRING|Sound played when the player competes a quest|
 +|VOICESPELLEARNED_SOUND|STRING|Sound played when the player learns a spell|
 +|VOICETRAPSPRUNG_SOUND|STRING|Sound played with the player triggers a trap|
 +|WARDROBE|BOOL|If true, the player is wardrobed (must have a gender defined by the unittype used and a wardrobe base.)|
 +|WARDROBE_BASE|STRING|Base texture used for character wardrobing|
 +|WEAPON_SCALE|FLOAT|Scale for equipped weapons.|
 +
 +===== Other Data =====
 +
 +----
 +===== References =====
 +[[http://​docs.runicgames.com/​wiki/​Players|Players - Runic Wiki]]
players.txt · Last modified: 2015/09/02 17:00 by anarch16sync