Difference between revisions of "Example xml"
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(New page: == Example Galaxy:<br> == <pre>File: data/customgals/foobargalaxy.xml <GALAXY> <!-- Name of the galaxy, in this case it's called "Hello Galaxy" --> <NAME>Hello Gala...) |
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Revision as of 16:25, 8 April 2011
Contents
Example Galaxy:
File: data/customgals/foobargalaxy.xml
<GALAXY>
<!-- Name of the galaxy, in this case it's called "Hello Galaxy" -->
<NAME>Hello Galaxy</NAME>
<!-- Self explanatory. -->
<!-- ALL ALL_DRONES TEMPORARY_USER_DRONES and a few others which I still have to look up -->
<USER_BUILDING permission="TEMPORARY_USER_DRONES"/>
<!-- Not sure what these do -->
<ID>1</ID>
<RPOSX>0</RPOSX>
<RPOSY>0</RPOSY>
<!-- Color of the stars in the background, AARRGGBB. In this case, they are red -->
<STARCOLOR>ffff0000</STARCOLOR>
<!-- Not sure -->
<STARDISTANCE>10.000000</STARDISTANCE>
<!-- Only AI above that level may enter the galaxy -->
<BAD4AI>999</BAD4AI>
<!-- It is not possible to own the galaxy -->
<NODOMINATION>1</NODOMINATION>
<!-- AI team that is present in the galaxy -->
<!-- id needs to be unique unless it is supposed to be the same team that's somewhere else as well -->
<!-- Apart from NAME and FLAGIMAGEINDEX, the tags are not important -->
<TEAM id="45">
<NAME>Earthforce Alliance</NAME>
<BORN>0</BORN>
<CREDITS>0</CREDITS>
<TITHE>0.01</TITHE>
<TRADES>0</TRADES>
<TITHETOT>0</TITHETOT>
<AIBASETRADEIN>0</AIBASETRADEIN>
<AIBASETRADEOUT>0</AIBASETRADEOUT>
<BOUNTYMUL>0.000000</BOUNTYMUL>
<BOUNTYCAP>50000</BOUNTYCAP>
<SWARMFREQ>120</SWARMFREQ>
<FLAGIMAGEINDEX>2018</FLAGIMAGEINDEX>
</TEAM>
<!-- A wormhole to somewhere -->
<SOB type="8" typename="Wormhole" id="2">
<WORMHOLE>
<SPACEOBJECT>
<!-- The position of the wormhole, in this case it's 1000 pixel to the right, 2000 pixel to the top -->
<POS x="1000" y="-2000"/>
<!-- How big the wormhole is. -->
<SIZE x="96" y="96"/>
<!-- How visible the wormhole is. Negative values mean that it's always visible -->
<VISIBILITY>-100.0</VISIBILITY>
<!-- Not sure -->
<BORN>1</BORN>
<!-- Visages define how something looks. More about them later -->
<VISAGE typeid="6">
<VISAGE name="wormholes/warp0-0-0"/>
</VISAGE>
</SPACEOBJECT>
<!-- Color of the particles when you jump -->
<JUMPCOLOR>ff6666ff</JUMPCOLOR>
<!-- Default destination of the wormhole. In this case: nothing. The server will assign it automatically -->
<NODESTINATION galid="0" holeid="0"/>
</WORMHOLE>
</SOB>
<!-- A sun -->
<SOB type="3" typename="Sun" id="3">
<SOLARBODY>
<SPACEOBJECT>
<!-- A sun called "Sun", how ironic -->
<NAME>Sun</NAME>
<!-- The angle the object starts at -->
<ANGLE>1.311032</ANGLE>
<!-- The speed (and direction) with which the object rotates, in radians/milliseconds -->
<ROTATION>0.000243</ROTATION>
<!-- 0/0 is the middle of the galaxy -->
<POS x="0" y="0"/>
<SIZE x="256" y="256"/>
<VISIBILITY>-100.000000</VISIBILITY>
<BORN>1</BORN>
<!-- How much and how far the sun affects visibility -->
<ILLUME quant="1.0000" dist="1000.0"/>
<!-- How the sun looks. In this case, the sun uses the image Sun/Sun8.png -->
<VISAGE typeid="6">
<VISAGE typeid="1">
<FACEPLATE>8</FACEPLATE>
</VISAGE>
</VISAGE>
<!-- If the object has an aura, it's defined here -->
<AURALIST>
<!-- 50% resistance aura to surgical damage with a range of 155. More about auras later -->
<AURAEMANATION Magnitude="-0.50" Percent="true" NoTweak="true" Range="155.0" PulseFrequency="500" TimeBestowed="1000"
Expires="false" Friend="false" Foe="false" Everyone="true" AffectCapShip="true">COP_SURGERY</AURAEMANATION>
</AURALIST>
</SPACEOBJECT>
<DAMAGENUM>10</DAMAGENUM> <!-- sun damage done -->
<DAMAGEINTERVAL>10000</DAMAGEINTERVAL> <!-- in milliseconds -->
<CHARGEMULTIPLIER>1.0</CHARGEMULTIPLIER> <!-- for solar panels -->
</SOLARBODY>
</SOB>
Example Visage:
Visages are the most fun part, they define how something looks, including animations and particles.
Basic wormhole:
file: data\visages\wormholes\warp0-0-0.xml
typeid 1 = Indexed Visage - used for most non-ship visages. An indexed visage will take the visage number you give it,
and look for the image on the client side at the location img\sobtype\sobtype#.png - for example an asteroid with indexedvisage(2)
will look for the image in img\asteroid\asteroid2.png
<VISAGE typeid="1">
<!-- The following tag defines the appearence of the object during 0 and 7500 milliseconds, then resets at 15000 milliseconds. -->
<!-- In that time period, the image is scaled (80% to 100%) and changes color from white (or no color change) to a transparent, light blue -->
<ANIMATRIX startTime="0" duration="7500" startSize="0.80" endSize="1.0" rotation="0.0" loop="15000" startColor="ffffffff"
endColor="bbbbbbff" offx="0" offy="0" endx="0" endy="0" angle="0.0"/>
<!-- in the time between 7500 and 15000 milliseconds, the image shrinks (100% to 80%) and changes its color from a transparent, light blue to white again -->
<ANIMATRIX startTime="7500" duration="7500" startSize="1.0" endSize="0.80" rotation="0.0" loop="15000" startColor="bbbbbbff"
endColor="ffffffff" offx="0" offy="0" endx="0" endy="0" angle="0.0"/>
<FACEPLATE>0</FACEPLATE>
</VISAGE>
Complex Wormhole (Red Photon Research Entry Way to Red Photon Researc Complex):
typeid 6 = Composite Visage - This is a combined visage, this means you add multiple visages into the same visage and they will
all get drawn.
typeid 7 = Named Visage - You can pass a specific path location to this type of visage. For example if for some reason you wanted
a base to use a sun graphic, you could give it a named visage with the tag <NAME>Sun/Sun2.png</NAME> and it would use that
graphic instead. You can also put a <MOD> tag on this type of visage for the same effect as a mod visage.
<VISAGE typeid="6">
<VISAGE typeid="7">
<ANIMATRIX startTime="0" duration="0" startSize="1.5" endSize="1.5" rotation="-0.001417" loop="0" startColor="ffffffff"
endColor="ffffffff" offx="0" offy="0" endx="0" endy="0"/>
<NAME>fx/nebula2</NAME>
<MOD>ffffffff</MOD>
</VISAGE>
<VISAGE typeid="7">
<ANIMATRIX startTime="0" duration="0" startSize="1.2" endSize="1.2" rotation="0.001417" loop="0" startColor="ffffffff"
endColor="ffffffff" offx="0" offy="0" endx="0" endy="0"/>
<NAME>fx/nebula2</NAME>
<MOD>ffffffff</MOD>
</VISAGE>
<VISAGE typeid="7">
<NAME>Wormhole/gray1</NAME>
<MOD>ff0099ff</MOD>
</VISAGE>
<VISAGE typeid="7">
<ANIMATRIX startTime="0" duration="50" startSize="1.000000" endSize="1.100000" rotation="0.000000" loop="5800"
startColor="ffffffff" endColor="ffffffff" offx="0" offy="0" endx="0" endy="0"/>
<!-- the color "1" is no change, the color "2" is invisible -->
<ANIMATRIX startTime="50" duration="5750" startSize="1.100000" endSize="1.000000" rotation="0.001110" loop="5800"
startColor="1" endColor="2" offx="0" offy="0" endx="0" endy="0"/>
<NAME>fx/lightning1</NAME>
<MOD>ffffffff</MOD>
</VISAGE>
</VISAGE>