Refactor content editor - Added hints for most editable fields.

This commit is contained in:
Oskar Wiksten
2013-02-09 10:35:58 +01:00
parent cfeffe45f5
commit 4476d77a73
12 changed files with 205 additions and 92 deletions

View File

@@ -3,6 +3,7 @@
<head>
<meta charset="utf-8">
<link rel="stylesheet" href="inc/bootstrap/css/bootstrap.min.css" />
<link rel="stylesheet" href="inc/hint.min.css" />
<link rel="stylesheet" href="styles.css" />
<title>Andor's Trail Content Editor</title>
</head>

5
AndorsTrailEdit/inc/hint.min.css vendored Normal file
View File

@@ -0,0 +1,5 @@
/*! Hint.css - v0.1.0 - 2013-02-03
* https://github.com/chinchang/hint.css
* Copyright (c) 2013 Kushagra Gour; Licensed MIT */
.hint{position:relative;display:inline-block}.hint:before,.hint:after{position:absolute;opacity:0;z-index:1000000;pointer-events:none;-webkit-transition:.3s ease;-moz-transition:.3s ease}.hint:hover:before,.hint:hover:after{opacity:1}.hint:before{content:'';position:absolute;background:transparent;border:6px solid transparent;z-index:1000001}.hint:after{content:attr(data-hint);background:#383838;color:#fff;text-shadow:0 -1px 0 black;padding:8px 10px;font-size:12px;line-height:12px;white-space:nowrap;box-shadow:4px 4px 8px rgba(0,0,0,.3)}.hint--top:before{border-top-color:#383838}.hint--bottom:before{border-bottom-color:#383838}.hint--left:before{border-left-color:#383838}.hint--right:before{border-right-color:#383838}.hint--top:before{margin-bottom:-12px}.hint--top:after{margin-left:-18px}.hint--top:before,.hint--top:after{bottom:100%;left:50%}.hint--top:hover:before,.hint--top:hover:after{-webkit-transform:translateY(-8px);-moz-transform:translateY(-8px);transform:translateY(-8px)}.hint--bottom:before{margin-top:-12px}.hint--bottom:after{margin-left:-18px}.hint--bottom:before,.hint--bottom:after{top:100%;left:50%}.hint--bottom:hover:before,.hint--bottom:hover:after{-webkit-transform:translateY(8px);-moz-transform:translateY(8px);transform:translateY(8px)}.hint--right:before{margin-left:-12px;margin-bottom:-6px}.hint--right:after{margin-bottom:-14px}.hint--right:before,.hint--right:after{left:100%;bottom:50%}.hint--right:hover:before,.hint--right:hover:after{-webkit-transform:translateX(8px);-moz-transform:translateX(8px);transform:translateX(8px)}.hint--left:before{margin-right:-12px;margin-bottom:-6px}.hint--left:after{margin-bottom:-14px}.hint--left:before,.hint--left:after{right:100%;bottom:50%}.hint--left:hover:before,.hint--left:hover:after{-webkit-transform:translateX(-8px);-moz-transform:translateX(-8px);transform:translateX(-8px)}.hint--error:after{background-color:#b34e4d;text-shadow:0 -1px 0 #5a2626}.hint--error.hint--top:before{border-top-color:#b34e4d}.hint--error.hint--bottom:before{border-bottom-color:#b34e4d}.hint--error.hint--left:before{border-left-color:#b34e4d}.hint--error.hint--right:before{border-right-color:#b34e4d}.hint--warning:after{background-color:#c09854;text-shadow:0 -1px 0 #6d5228}.hint--warning.hint--top:before{border-top-color:#c09854}.hint--warning.hint--bottom:before{border-bottom-color:#c09854}.hint--warning.hint--left:before{border-left-color:#c09854}.hint--warning.hint--right:before{border-right-color:#c09854}.hint--info:after{background-color:#3986ac;text-shadow:0 -1px 0 #193c4c}.hint--info.hint--top:before{border-top-color:#3986ac}.hint--info.hint--bottom:before{border-bottom-color:#3986ac}.hint--info.hint--left:before{border-left-color:#3986ac}.hint--info.hint--right:before{border-right-color:#3986ac}.hint--success:after{background-color:#458746;text-shadow:0 -1px 0 #1a331a}.hint--success.hint--top:before{border-top-color:#458746}.hint--success.hint--bottom:before{border-bottom-color:#458746}.hint--success.hint--left:before{border-left-color:#458746}.hint--success.hint--right:before{border-right-color:#458746}.hint--always:after,.hint--always:before{opacity:1}.hint--always.hint--top:after,.hint--always.hint--top:before{-webkit-transform:translateY(-8px);-moz-transform:translateY(-8px);transform:translateY(-8px)}.hint--always.hint--bottom:after,.hint--always.hint--bottom:before{-webkit-transform:translateY(8px);-moz-transform:translateY(8px);transform:translateY(8px)}.hint--always.hint--left:after,.hint--always.hint--left:before{-webkit-transform:translateX(-8px);-moz-transform:translateX(-8px);transform:translateX(-8px)}.hint--always.hint--right:after,.hint--always.hint--right:before{-webkit-transform:translateX(8px);-moz-transform:translateX(8px);transform:translateX(8px)}

View File

@@ -16,7 +16,9 @@ var ATEditor = (function(ATEditor, controllers) {
.when('/monster/table', {templateUrl: htmldir+'table_monster.html', controller: controllers.MonsterTableController})
.when('/itemcategory/edit/:id', {templateUrl: htmldir+'edit_itemcategory.html', controller: controllers.ItemCategoryController})
.when('/import', {templateUrl: htmldir+'import.html', controller: controllers.ImportController})
.when('/export', {templateUrl: htmldir+'export.html', controller: controllers.ExportController});
.when('/export', {templateUrl: htmldir+'export.html', controller: controllers.ExportController})
.when('/start', {templateUrl: htmldir+'start.html'})
.otherwise({redirectTo: '/start'});
}]);
return ATEditor;
})(ATEditor, ATEditor.controllers);

View File

@@ -9,7 +9,7 @@
</span>
</div>
<div class="fieldWithLabel">
<label for="id">Internal ID:</label>
<label for="id" class="hint hint--top" data-hint="The id is not displayed to the player anywhere. Must be a unique id (no two conditions may have the same id). Prefer short ids since it keeps savegames smaller.">Internal ID:</label>
<input type="text" id="id" class="field at-input-id" ng-model="obj.id" />
</div>
<div class="fieldWithLabel">
@@ -26,10 +26,16 @@
</select>
</div>
<div class="fieldWithLabel">
<label class="checkbox" title="Positive effects are not affected by the Rejuvenation skill" ><input type="checkbox" id="isPositive" ng-model="obj.isPositive" ng-true-value="1" ng-false-value="0" />Positive effect</label>
<label class="checkbox">
<input type="checkbox" id="isPositive" ng-model="obj.isPositive" ng-true-value="1" ng-false-value="0" />
<span class="hint hint--top" data-hint="Positive effects are not affected by the Rejuvenation skill.">Positive effect</span>
</label>
</div>
<div class="fieldWithLabel">
<label class="checkbox"><input type="checkbox" id="isStacking" ng-model="obj.isStacking" ng-true-value="1" ng-false-value="0" />Actors may have several of these, simultaneously</label>
<label class="checkbox">
<input type="checkbox" id="isStacking" ng-model="obj.isStacking" ng-true-value="1" ng-false-value="0" />
<span class="hint hint--top" data-hint="If checked, then actors may have several of these, simultaneously. Otherwise, only one condition at a time may be active on an actor.">Is stacking</span>
</label>
</div>
<div class="fieldWithLabel">
<label class="checkbox"><input type="checkbox" id="hasRoundEffect" ng-model="obj.hasRoundEffect" />Has effect every round (every 6s)</label>

View File

@@ -24,8 +24,10 @@
<table class="field" id="rewards">
<thead><tr>
<th>Type</th>
<th>ID</th>
<th>Value</th>
<th><span class="hint hint--top" data-hint="Id of the quest, droplist, skill, condition of cation to be affected.">ID</span></th>
<th><span class="hint hint--top" data-hint="For quest rewards: quest stage to reward. For skill rewards: how many skill levels to reward. For conditions: duration of added effetct. For alignment: amount of faction change. Not used for droplists.">
Value
</span></th>
<th></th>
</tr></thead>
<tbody>
@@ -136,8 +138,8 @@
<label class="checkbox"><input type="checkbox" id="requiresQuest" ng-model="reply.requiresQuest" />Player must have progressed quest to select this reply</label>
</div>
<div class="fieldWithLabel" ng-ds-fade="reply.requiresQuest">
<label for="requires_Progress">Quest stage required:</label>
<input type="text" size="30" id="requires_Progress" class="field at-input-id" ng-model="reply.requires.progress" placeholder="questname:stage" title="For example, 'mikhail:20' would require that the quest mikhail is at at least stage 20."/>
<label for="requires_Progress" class="hint hint--left" data-hint="For example, 'mikhail:20' would require that the quest mikhail is at at least stage 20.">Quest stage required:</label>
<input type="text" size="30" id="requires_Progress" class="field at-input-id" ng-model="reply.requires.progress" placeholder="questname:stage"/>
</div>
</fieldset>

View File

@@ -2,7 +2,7 @@
<fieldset>
<legend>General</legend>
<div class="fieldWithLabel">
<label for="id">Droplist internal ID:</label>
<label for="id" class="hint hint--top" data-hint="The id is not displayed to the player anywhere. Must be a unique id (no two droplists may have the same id). This is the id that you can enter on monsters to make them drop all these items.">Droplist internal ID:</label>
<input type="text" size="30" id="id" class="field at-input-id" ng-model="obj.id" />
</div>
<div class="fieldWithLabel">
@@ -11,7 +11,7 @@
<thead><tr>
<th id="itemID">Item (id)</th>
<th id="quantity">Quantity (range)</th>
<th id="chance">Chance</th>
<th id="chance"><span class="hint hint--top" data-hint="Percentage chance, integer value from 1 (very unlikely) to 100 (always).">Chance</span></th>
<th></th>
</tr></thead>
<tbody>

View File

@@ -13,7 +13,7 @@
<input type="text" size="30" id="name" class="field at-input-name" ng-model="obj.name" />
</div>
<div class="fieldWithLabel">
<label for="id">Internal ID:</label>
<label for="id" class="hint hint--top" data-hint="The id is not displayed to the player anywhere. Must be a unique id (no two items may have the same id). Prefer short ids since it keeps savegames smaller.">Internal ID:</label>
<input type="text" size="30" id="id" class="field at-input-id" ng-model="obj.id" />
</div>
<div class="fieldWithLabel">
@@ -112,7 +112,7 @@
<input type="text" size="5" id="equip_criticalChance" class="field at-input-stat" ng-model="obj.equipEffect.increaseCriticalSkill" />
</div>
<div class="fieldWithLabel" ng-ds-fade="isWeapon">
<label for="equip_criticalMultiplier">Critical multiplier:</label>
<label for="equip_criticalMultiplier" class="hint hint--top" data-hint="Only for weapons">Critical multiplier:</label>
<input type="text" size="5" id="equip_criticalMultiplier" class="field at-input-stat" ng-model="obj.equipEffect.setCriticalMultiplier" />
</div>
<div class="fieldWithLabel">
@@ -127,8 +127,8 @@
<label for="equip_conditions">Apply actor condition</label>
<table class="field" id="equip_conditions">
<thead><tr>
<th>Condition</th>
<th>Magnitude</th>
<th><span class="hint hint--left" data-hint="Id of the actor condition to be applied.">Condition</span></th>
<th><span class="hint hint--left" data-hint="How strong the effect should be. For example, magnitude=2 is equal to having two effects active at the same time. Use -99 to remove permanent effects.">Magnitude</span></th>
<th></th>
</tr></thead>
<tbody>
@@ -164,10 +164,10 @@
<label for="use_conditionsSource">Apply actor condition</label>
<table class="field" id="use_conditionsSource">
<thead><tr>
<th>Condition</th>
<th>Magnitude</th>
<th>Duration</th>
<th>Chance</th>
<th><span class="hint hint--left" data-hint="Id of the actor condition to be applied.">Condition</span></th>
<th><span class="hint hint--left" data-hint="How strong the effect should be. For example, magnitude=2 is equal to having two effects active at the same time. Use -99 to remove permanent effects.">Magnitude</span></th>
<th><span class="hint hint--left" data-hint="How many rounds the actor condtions should last. Use 999 for a permanent effect.">Duration</span></th>
<th><span class="hint hint--left" data-hint="Percentage chance, integer value from 1 (very unlikely) to 100 (always).">Chance</span></th>
<th></th>
</tr></thead>
<tbody>
@@ -205,10 +205,10 @@
<label for="hit_conditionsSource">Apply actor condition to source</label>
<table class="field" id="hit_conditionsSource">
<thead><tr>
<th>Condition</th>
<th>Magnitude</th>
<th>Duration</th>
<th>Chance</th>
<th><span class="hint hint--left" data-hint="Id of the actor condition to be applied.">Condition</span></th>
<th><span class="hint hint--left" data-hint="How strong the effect should be. For example, magnitude=2 is equal to having two effects active at the same time. Use -99 to remove permanent effects.">Magnitude</span></th>
<th><span class="hint hint--left" data-hint="How many rounds the actor condtions should last. Use 999 for a permanent effect.">Duration</span></th>
<th><span class="hint hint--left" data-hint="Percentage chance, integer value from 1 (very unlikely) to 100 (always).">Chance</span></th>
<th></th>
</tr></thead>
<tbody>
@@ -227,10 +227,10 @@
<label for="hit_conditionsTarget">Apply actor condition to target</label>
<table class="field" id="hit_conditionsTarget">
<thead><tr>
<th>Condition</th>
<th>Magnitude</th>
<th>Duration</th>
<th>Chance</th>
<th><span class="hint hint--left" data-hint="Id of the actor condition to be applied.">Condition</span></th>
<th><span class="hint hint--left" data-hint="How strong the effect should be. For example, magnitude=2 is equal to having two effects active at the same time. Use -99 to remove permanent effects.">Magnitude</span></th>
<th><span class="hint hint--left" data-hint="How many rounds the actor condtions should last. Use 999 for a permanent effect.">Duration</span></th>
<th><span class="hint hint--left" data-hint="Percentage chance, integer value from 1 (very unlikely) to 100 (always).">Chance</span></th>
<th></th>
</tr></thead>
<tbody>
@@ -268,10 +268,10 @@
<label for="kill_conditionsSource">Apply actor condition</label>
<table class="field" id="kill_conditionsSource">
<thead><tr>
<th>Condition</th>
<th>Magnitude</th>
<th>Duration</th>
<th>Chance</th>
<th><span class="hint hint--left" data-hint="Id of the actor condition to be applied.">Condition</span></th>
<th><span class="hint hint--left" data-hint="How strong the effect should be. For example, magnitude=2 is equal to having two effects active at the same time. Use -99 to remove permanent effects.">Magnitude</span></th>
<th><span class="hint hint--left" data-hint="How many rounds the actor condtions should last. Use 999 for a permanent effect.">Duration</span></th>
<th><span class="hint hint--left" data-hint="Percentage chance, integer value from 1 (very unlikely) to 100 (always).">Chance</span></th>
<th></th>
</tr></thead>
<tbody>

View File

@@ -9,7 +9,7 @@
</span>
</div>
<div class="fieldWithLabel">
<label for="id">Internal id:</label>
<label for="id" class="hint hint--top" data-hint="The id is not displayed to the player anywhere. Must be a unique id (no two monster may have the same id). Prefer short ids since it keeps savegames smaller.">Internal id:</label>
<input type="text" size="30" id="id" class="field at-input-id" ng-model="obj.id"/>
</div>
<div class="fieldWithLabel">
@@ -17,11 +17,14 @@
<input type="text" size="30" id="name" class="field at-input-name" ng-model="obj.name"/>
</div>
<div class="fieldWithLabel">
<label for="spawnGroup">Spawngroup:</label>
<input type="text" size="30" id="spawnGroup" class="field at-input-id" ng-model="obj.spawnGroup" title="This is a grouping of monster types. Use these tags on spawn areas to spawn random monsters with the same tag. Several monsters may have the same tag." />
<label for="spawnGroup" class="hint hint--top" data-hint="The name to enter on spawn areas in TMX map files for spawning this type of monster. Several monster types may have the same spawngroup, which makes the game spawn one random monster type from the spawngroup.">Spawngroup:</label>
<input type="text" size="30" id="spawnGroup" class="field at-input-id" ng-model="obj.spawnGroup" />
</div>
<div class="fieldWithLabel">
<label class="checkbox"><input type="checkbox" id="unique" ng-model="obj.unique" ng-true-value="1" ng-false-value="0" />Is unique (will not respawn)</label>
<label class="checkbox">
<input type="checkbox" id="unique" ng-model="obj.unique" ng-true-value="1" ng-false-value="0" />
<span class="hint hint--top" data-hint="Unique monsters will not respawn. Typically used for bosses.">Is unique (will not respawn)</span>
</label>
</div>
<div class="fieldWithLabel">
<label for="monsterClass">Monster class:</label>
@@ -55,18 +58,18 @@
</select>
</div>
<div class="fieldWithLabel" ng-ds-fade="obj.showAdvanced">
<label for="faction">Faction:</label>
<label for="faction" class="hint hint--top" data-hint="Used for making whole groups of monsters aggressive from dialogue. Dialogue replies may affect the player's faction ratings, and having rating less than 0 for a faction will make all monsters in a faction automatically attack.">Faction:</label>
<input type="text" size="30" id="faction" ng-model="obj.faction" class="field at-input-id"/>
</div>
<div class="fieldWithLabel">
<label class="checkbox"><input type="checkbox" id="hasConversation" ng-model="obj.hasConversation" />Has conversation</label>
</div>
<div class="fieldWithLabel" id="hasConversationDisplay" ng-ds-fade="obj.hasConversation">
<label for="phraseID">Conversation phrase ID:</label>
<label for="phraseID" class="hint hint--top" data-hint="ID of the starting conversation phrase that will be used when engaging in conversation with this NPC.">Conversation phrase ID:</label>
<input type="text" size="30" id="phraseID" ng-model="obj.phraseID" class="field at-input-id" />
</div>
<div class="fieldWithLabel">
<label for="droplistID">Droplist ID (combat or shop):</label>
<label for="droplistID" class="hint hint--top" data-hint="ID of the droplist that will contain the items that are dropped when the monster is killed. If this monster is an NPC, this is the list of items that are available to buy as shop items.">Droplist ID (combat or shop):</label>
<input type="text" size="30" id="droplistID" ng-model="obj.droplistID" class="field at-input-id"/>
</div>
</fieldset>
@@ -156,10 +159,10 @@
<table class="field" id="onHit_conditionsSource">
<thead>
<tr>
<th>Condition</th>
<th>Magnitude</th>
<th>Duration</th>
<th>Chance</th>
<th><span class="hint hint--left" data-hint="Id of the actor condition to be applied.">Condition</span></th>
<th><span class="hint hint--left" data-hint="How strong the effect should be. For example, magnitude=2 is equal to having two effects active at the same time. Use -99 to remove permanent effects.">Magnitude</span></th>
<th><span class="hint hint--left" data-hint="How many rounds the actor condtions should last. Use 999 for a permanent effect.">Duration</span></th>
<th><span class="hint hint--left" data-hint="Percentage chance, integer value from 1 (very unlikely) to 100 (always).">Chance</span></th>
<th></th>
</tr>
</thead>
@@ -180,10 +183,10 @@
<table class="field" id="onHit_conditionsTarget">
<thead>
<tr>
<th>Condition</th>
<th>Magnitude</th>
<th>Duration</th>
<th>Chance</th>
<th><span class="hint hint--left" data-hint="Id of the actor condition to be applied.">Condition</span></th>
<th><span class="hint hint--left" data-hint="How strong the effect should be. For example, magnitude=2 is equal to having two effects active at the same time. Use -99 to remove permanent effects.">Magnitude</span></th>
<th><span class="hint hint--left" data-hint="How many rounds the actor condtions should last. Use 999 for a permanent effect.">Duration</span></th>
<th><span class="hint hint--left" data-hint="Percentage chance, integer value from 1 (very unlikely) to 100 (always).">Chance</span></th>
<th></th>
</tr>
</thead>

View File

@@ -2,7 +2,7 @@
<fieldset>
<legend>General</legend>
<div class="fieldWithLabel">
<label for="id">Internal ID:</label>
<label for="id" class="hint hint--top" data-hint="This id will not be displayed to the player. Prefer short but descriptive ids since it keeps the savegames smaller.">Internal ID:</label>
<input type="text" size="30" id="id" class="field at-input-id" ng-model="obj.id" />
</div>
<div class="fieldWithLabel">
@@ -19,17 +19,17 @@
<label for="stages">Stages shown in quest log</label>
<table class="field" id="stages">
<thead><tr>
<th>Progress</th>
<th><span class="hint hint--top" data-hint="This number will not be displayed to the player. Must be some unique number for this quest though. Prefer values from 10-100.">Progress</span></th>
<th>Logtext</th>
<th>Experience</th>
<th><span class="hint hint--top" data-hint="Reaching this quest stage gives this much experience">Experience</span></th>
<th>Finishes quest</th>
<th></th>
</tr></thead>
<tbody>
<tr ng-repeat="stage in obj.stages">
<td><input type="text" size="3" ng-model="stage.progress" class="at-input-stat" /></td>
<td><input type="text" size="3" ng-model="stage.progress" class="at-input-stat"/></td>
<td><textarea rows="2" cols="40" ng-model="stage.logText"></textarea></td>
<td><input type="text" size="7" ng-model="stage.rewardExperience" class="at-input-stat" /></td>
<td><input type="text" size="7" ng-model="stage.rewardExperience" class="at-input-stat"/></td>
<td><input type="checkbox" ng-model="stage.finishesQuest" ng-true-value="1" ng-false-value="0" /></td>
<td><a ng-click="removeQuestStage(stage)" class="btn btn-mini" title="Remove row"><i class="icon-trash"></i></a></td>
</tr>

View File

@@ -0,0 +1,5 @@
<h3>Welcome to the content editor for Andor's Trail.</h3>
Start by importing some content from the game by pressing the top right "Import" button.<br />
Or you could start by creating new content by selecting something from the left list.<br />
<br />

View File

@@ -31,36 +31,85 @@
<thead>
<tr>
<th ng-ds-fade="iconID">Icon</th>
<th ng-ds-fade="id">Id</th>
<th ng-ds-fade="id">
<span class="hint hint--top" data-hint="The id is not displayed to the player anywhere. Must be a unique id (no two items may have the same id). Prefer short ids since it keeps savegames smaller.">
Id
</span>
</th>
<th ng-ds-fade="name">Name</th>
<th ng-ds-fade="category">Category</th>
<th ng-ds-fade="displaytype">Type</th>
<th ng-ds-fade="hasManualPrice">Manual price?</th>
<th ng-ds-fade="price">Price</th>
<th ng-ds-fade="price">
<span class="hint hint--top" data-hint="Base market cost">Price</span>
</th>
<th ng-ds-fade="hasEquipEffect">
<span class="hint hint--top" data-hint="Item has an effect when equipped">Equip?</span>
</th>
<th ng-ds-fade="equipEffect_increaseMaxHP">
<span class="hint hint--top" data-hint="Increase maximum HP">+MaxHP</span>
</th>
<th ng-ds-fade="equipEffect_increaseMaxAP">
<span class="hint hint--top" data-hint="Increase maximum AP">+MaxAP</span>
</th>
<th ng-ds-fade="equipEffect_increaseMoveCost">
<span class="hint hint--top" data-hint="Increase in AP cost of moving one tile">+MoveCost</span>
</th>
<th ng-ds-fade="equipEffect_increaseUseItemCost">
<span class="hint hint--top" data-hint="Increase in AP cost of using items">+UseItemCost</span>
</th>
<th ng-ds-fade="equipEffect_increaseReequipCost">
<span class="hint hint--top" data-hint="Increase in AP cost of equipping and un-equipping wearable items">+ReequipCost</span>
</th>
<th ng-ds-fade="equipEffect_increaseAttackCost">
<span class="hint hint--top" data-hint="Incease in AP cost of making one attack">AtkCost</span>
</th>
<th ng-ds-fade="equipEffect_increaseAttackChance">
<span class="hint hint--top" data-hint="Increase attack chance">+AC</span>
</th>
<th ng-ds-fade="equipEffect_increaseAttackDamage">
<span class="hint hint--top" data-hint="Increase attack damage (min - max)">+AD</span>
</th>
<th ng-ds-fade="equipEffect_increaseCriticalSkill">
<span class="hint hint--top" data-hint="Increase critical skill">+CS</span>
</th>
<th ng-ds-fade="equipEffect_setCriticalMultiplier">
<span class="hint hint--top" data-hint="Set critical modifier (only for weapons)">CM</span>
</th>
<th ng-ds-fade="equipEffect_increaseBlockChance">
<span class="hint hint--top" data-hint="Increase block chance">+BC</span>
</th>
<th ng-ds-fade="equipEffect_increaseDamageResistance">
<span class="hint hint--top" data-hint="Increase damage resistance">+DR</span>
</th>
<th ng-ds-fade="hasEquipEffect">Equip?</th>
<th ng-ds-fade="equipEffect_increaseMaxHP">+MaxHP</th>
<th ng-ds-fade="equipEffect_increaseMaxAP">+MaxAP</th>
<th ng-ds-fade="equipEffect_increaseMoveCost">+MoveCost</th>
<th ng-ds-fade="equipEffect_increaseUseItemCost">+UseItemCost</th>
<th ng-ds-fade="equipEffect_increaseReequipCost">+ReequipCost</th>
<th ng-ds-fade="equipEffect_increaseAttackCost">AtkCost</th>
<th ng-ds-fade="equipEffect_increaseAttackChance">+AC</th>
<th ng-ds-fade="equipEffect_increaseAttackDamage">+AD</th>
<th ng-ds-fade="equipEffect_increaseCriticalSkill">+CS</th>
<th ng-ds-fade="equipEffect_setCriticalMultiplier">CM</th>
<th ng-ds-fade="equipEffect_increaseBlockChance">+BC</th>
<th ng-ds-fade="equipEffect_increaseDamageResistance">+DR</th>
<th ng-ds-fade="useEffect">Use?</th>
<th ng-ds-fade="useEffect">+HP</th>
<th ng-ds-fade="useEffect">+AP</th>
<th ng-ds-fade="hitEffect">Hit?</th>
<th ng-ds-fade="hitEffect">+HP</th>
<th ng-ds-fade="hitEffect">+AP</th>
<th ng-ds-fade="killEffect">Kill?</th>
<th ng-ds-fade="killEffect">+HP</th>
<th ng-ds-fade="killEffect">+AP</th>
<th ng-ds-fade="useEffect">
<span class="hint hint--top" data-hint="Item has an effect when using it">Use?</span>
</th>
<th ng-ds-fade="useEffect">
<span class="hint hint--top" data-hint="Increase current HP when using item">+HP</span>
</th>
<th ng-ds-fade="useEffect">
<span class="hint hint--top" data-hint="Increase current AP when using item">+AP</span>
</th>
<th ng-ds-fade="hitEffect">
<span class="hint hint--top" data-hint="Item has an effect when hitting a monster in combat">Hit?</span>
</th>
<th ng-ds-fade="hitEffect">
<span class="hint hint--top" data-hint="Increase current HP when hitting monster in combat">+HP</span>
</th>
<th ng-ds-fade="hitEffect">
<span class="hint hint--top" data-hint="Increase current AP when hitting monster in combat">+AP</span>
</th>
<th ng-ds-fade="killEffect">
<span class="hint hint--top" data-hint="Item has an effect when killing a monster in combat">Kill?</span>
</th>
<th ng-ds-fade="killEffect">
<span class="hint hint--top" data-hint="Increase current HP when killing monster in combat">+HP</span>
</th>
<th ng-ds-fade="killEffect">
<span class="hint hint--top" data-hint="Increase current AP when killing monster in combat">+AP</span>
</th>
<th></th>
</tr>

View File

@@ -25,25 +25,65 @@
<thead>
<tr>
<th ng-ds-fade="iconID">Icon</th>
<th ng-ds-fade="id">Id</th>
<th ng-ds-fade="id">
<span class="hint hint--top" data-hint="The id is not displayed to the player anywhere. Must be a unique id (no two monster may have the same id). Prefer short ids since it keeps savegames smaller.">
Id
</span>
</th>
<th ng-ds-fade="name">Name</th>
<th ng-ds-fade="spawnGroup">Spawngroup</th>
<th ng-ds-fade="unique">Unique</th>
<th ng-ds-fade="spawnGroup">
<span class="hint hint--top" data-hint="The name to enter on spawn areas in TMX map files for spawning this type of monster. Several monster types may have the same spawngroup, which makes the game spawn one random monster type from the spawngroup.">
Spawngroup
</span>
</th>
<th ng-ds-fade="unique">
<span class="hint hint--top" data-hint="Unique monsters will not respawn. Typically used for bosses.">Unique</span>
</th>
<th ng-ds-fade="monsterClass">Class</th>
<th ng-ds-fade="phraseID">Phrase</th>
<th ng-ds-fade="droplistID">Droplist</th>
<th ng-ds-fade="experience">Exp</th>
<th ng-ds-fade="maxAP">AP</th>
<th ng-ds-fade="moveCost">MoveCost</th>
<th ng-ds-fade="maxHP">HP</th>
<th ng-ds-fade="attackCost">AttackCost</th>
<th ng-ds-fade="attackChance">AC</th>
<th ng-ds-fade="attackDamage">AD</th>
<th ng-ds-fade="hasCritical">Crit?</th>
<th ng-ds-fade="criticalSkill">CS</th>
<th ng-ds-fade="criticalMultiplier">CM</th>
<th ng-ds-fade="blockChance">BC</th>
<th ng-ds-fade="damageResistance">DR</th>
<th ng-ds-fade="phraseID">
<span class="hint hint--top" data-hint="ID of the starting conversation phrase that will be used when engaging in conversation with this NPC.">Phrase</span>
</th>
<th ng-ds-fade="droplistID">
<span class="hint hint--top" data-hint="ID of the droplist that will contain the items that are dropped when the monster is killed. If this monster is an NPC, this is the list of items that are available to buy as shop items.">
Droplist
</span>
</th>
<th ng-ds-fade="experience">
<span class="hint hint--top" data-hint="Experience">Exp</span>
</th>
<th ng-ds-fade="maxAP">
<span class="hint hint--top" data-hint="Maximum action points">AP</span>
</th>
<th ng-ds-fade="moveCost">
<span class="hint hint--top" data-hint="AP cost of moving one tile">MoveCost</span>
</th>
<th ng-ds-fade="maxHP">
<span class="hint hint--top" data-hint="Maximum health points">HP</span>
</th>
<th ng-ds-fade="attackCost">
<span class="hint hint--top" data-hint="AP cost of doing one attack">AttackCost</span>
</th>
<th ng-ds-fade="attackChance">
<span class="hint hint--top" data-hint="Attack chance">AC</span>
</th>
<th ng-ds-fade="attackDamage">
<span class="hint hint--top" data-hint="Attack damage (min - max)">AD</span>
</th>
<th ng-ds-fade="hasCritical">
<span class="hint hint--top" data-hint="May cause critical attacks">Crit?</span>
</th>
<th ng-ds-fade="criticalSkill">
<span class="hint hint--top" data-hint="Critical skill">CS</span>
</th>
<th ng-ds-fade="criticalMultiplier">
<span class="hint hint--top" data-hint="Critical multiplier">CM</span>
</th>
<th ng-ds-fade="blockChance">
<span class="hint hint--top" data-hint="Block chance">BC</span>
</th>
<th ng-ds-fade="damageResistance">
<span class="hint hint--top" data-hint="Damage resistance">DR</span>
</th>
<th></th>
</tr>
</thead>