tboi-creativelore/content/items.xml

80 lines
2.6 KiB
XML

<!--
Note: there is several type of items, the type is the name of the
entry (<passive.../> defines a passive type item).
- Those are: passive, active, familiar and trinket
- use the fields `bombs`, `coins` and `keys` to control how many
consumables your item gives when you pick it up. For exemple
`bombs="10" keys="10"` gives the player 10 keys and 10 bombs when
the item is picked up.
Note: all heart counts are calculated in half hearts.
- `maxhearts` is the number of heart containers to add.
- `hearts` is count of red hearts to add, it won't exceed the amount of
heart containers the player have.
- `soulhearts` is the number of spirit hearts to add.
- `blackhearts` the number of black hearts to add.
Note: Red Candle has a `maxcharges` value of 110
- For active items `maxcharges` control the number of charges the item have
A value of `maxcharge="0"` means infinite charges.
- `cooldown` is the number of frames you want the player to freez after
using the item
Note on making stat modifying items: the mod needs to have a
MC_EVALUATE_CACHE callback in main.lua in order to catch the
modification and apply the actual stat changes.
- `cache` are the flags to set when calling functions callbacks to
MC_EVALUATE_CACHE. They are a space separated list of stat names,
the possible values are as following:
`speed`, `range`, `shotspeed`, `damage`, `tearcolor`, `tearflag`,
`firedelay`, `luck`, `flying` and `all`
All the flags might not work, but some work. If you want to call
MC_EVALUATE_CACHE with the damage, luck and speed flags, put
`cache="damage luck speed"` in your item xml definiton.
- `special` if you want your item to be special, because it's special
a special item has special set to `special="true"`
- `devilprice` the number of red heart containers your item should cost in
a devil room (`devilprice="1"` or `devilprice="2"`)
<passive name="passive_name.name"
description="flavor text shows when you pick up the item"
gfx="itemsprite.png"
/>
<active name="an active item name"
description="flavor text shows when you pick up the item"
gfx="itemsprite.png"
maxcharges="0"
/>
-->
<items gfxroot="gfx/collectibles/items/" version="1">
<passive name="Bronze Scale Collar"
description="Shiny!"
gfx="bronze_scale.png"
/>
<passive name="Scaly Egg"
description="A warming companion."
gfx="scaly_egg.png"
/>
<active name="Zappy Breath!"
description="Zappy-zapps in a bottle!"
gfx="zappy.png"
maxcharges="4"
/>
<passive name="Dragon Mark"
description="Fiery"
gfx="drake_mark.png"
soulhearts="2"
maxcharges="4"
/>
</items>