Difference between revisions of "Starward Rogue:XML - GameEntity Definitions"
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m (Protected "Starward Rogue:XML - GameEntity Definitions" ([edit=legal] (indefinite) [move=legal] (indefinite))) |
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+ | == Overview == | ||
+ | A lot of these things cross over between any type of entity, and some things are specific to only certain entity types (ships only, or shots only). So we're going to break it out like that, with specific notes for each section as relevant. | ||
+ | |||
+ | ===An example=== | ||
+ | |||
+ | <pre><entity name="Goldbug" | ||
+ | display_name="Goldbug" | ||
+ | behavior="Stationary" category="Ship" | ||
+ | speed="0" turning_resistance="2.25" | ||
+ | max_health="50" | ||
+ | image_folder="Enemy_Stationary" | ||
+ | > | ||
+ | <system type="Goldbug" offset="0,0" /> | ||
+ | <hitbox radius="32" /> | ||
+ | <stacked_image src="Attachments/TarraCrawlerArm" size="60" offset="-20,20" /> | ||
+ | <modifier target="MyShots" type="RicochetsOffTerrain"/> | ||
+ | </entity></pre> | ||
+ | |||
+ | Note that the above is all one xml node (entity) with a bunch of attributes, until you get down to the end carat (>). Then the next line has a self-terminating hitbox node (self terminating means it does <hitbox/> rather than having <hitbox></hitbox> -- you self-terminate nodes if they don’t have any sub-nodes). There’s then a stacked_image node, and a modifier node, all of which are sub-nodes of the entity. | ||
+ | |||
+ | |||
+ | |||
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[[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]] | [[Starward_Rogue:Main#XML_Documentation|Starward Rogue XML Documentation Main]] | ||
[[Category:Starward Rogue]] | [[Category:Starward Rogue]] |
Revision as of 17:07, 22 November 2015
Overview
A lot of these things cross over between any type of entity, and some things are specific to only certain entity types (ships only, or shots only). So we're going to break it out like that, with specific notes for each section as relevant.
An example
<entity name="Goldbug" display_name="Goldbug" behavior="Stationary" category="Ship" speed="0" turning_resistance="2.25" max_health="50" image_folder="Enemy_Stationary" > <system type="Goldbug" offset="0,0" /> <hitbox radius="32" /> <stacked_image src="Attachments/TarraCrawlerArm" size="60" offset="-20,20" /> <modifier target="MyShots" type="RicochetsOffTerrain"/> </entity>
Note that the above is all one xml node (entity) with a bunch of attributes, until you get down to the end carat (>). Then the next line has a self-terminating hitbox node (self terminating means it does <hitbox/> rather than having <hitbox></hitbox> -- you self-terminate nodes if they don’t have any sub-nodes). There’s then a stacked_image node, and a modifier node, all of which are sub-nodes of the entity.