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