Difference between revisions of "Example xml"
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<!-- ALL ALL_DRONES TEMPORARY_USER_DRONES and a few others which I still have to look up --> | <!-- ALL ALL_DRONES TEMPORARY_USER_DRONES and a few others which I still have to look up --> | ||
<USER_BUILDING permission="TEMPORARY_USER_DRONES"/> | <USER_BUILDING permission="TEMPORARY_USER_DRONES"/> | ||
− | <!-- | + | <!-- Position of the galaxy on the starmap or relative to other gals within an instance --> |
− | |||
<RPOSX>0</RPOSX> | <RPOSX>0</RPOSX> | ||
<RPOSY>0</RPOSY> | <RPOSY>0</RPOSY> | ||
<!-- Color of the stars in the background, AARRGGBB. In this case, they are red --> | <!-- Color of the stars in the background, AARRGGBB. In this case, they are red --> | ||
<STARCOLOR>ffff0000</STARCOLOR> | <STARCOLOR>ffff0000</STARCOLOR> | ||
− | <!-- Not sure --> | + | <!-- Not sure (doesn't currently do anything) --> |
<STARDISTANCE>10.000000</STARDISTANCE> | <STARDISTANCE>10.000000</STARDISTANCE> | ||
<!-- Only AI above that level may enter the galaxy --> | <!-- Only AI above that level may enter the galaxy --> | ||
<BAD4AI>999</BAD4AI> | <BAD4AI>999</BAD4AI> | ||
− | <!-- | + | <!-- Doesn't count towards number of owned gals needed for Emp run --> |
<NODOMINATION>1</NODOMINATION> | <NODOMINATION>1</NODOMINATION> | ||
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<!-- How visible the wormhole is. Negative values mean that it's always visible --> | <!-- How visible the wormhole is. Negative values mean that it's always visible --> | ||
<VISIBILITY>-100.0</VISIBILITY> | <VISIBILITY>-100.0</VISIBILITY> | ||
− | <!-- Not sure --> | + | <!-- Not sure (galaxy/uni generation, ignore)--> |
<BORN>1</BORN> | <BORN>1</BORN> | ||
<!-- Visages define how something looks. More about them later --> | <!-- Visages define how something looks. More about them later --> |
Latest revision as of 06:31, 9 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"/> <!-- Position of the galaxy on the starmap or relative to other gals within an instance --> <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 (doesn't currently do anything) --> <STARDISTANCE>10.000000</STARDISTANCE> <!-- Only AI above that level may enter the galaxy --> <BAD4AI>999</BAD4AI> <!-- Doesn't count towards number of owned gals needed for Emp run --> <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 usually 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 (galaxy/uni generation, ignore)--> <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 Research 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>