Difference between revisions of "Starward Rogue:XML - GameEntity Definitions"

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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.
 
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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== Attributes ==
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==== Most Important General ====
 +
 +
==== Ship-Only Stuff ====
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==== Low-Importance Ship-Only Stuff ====
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==== Any Type Of GameEntity Stuff ====
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==== Low-Importance Stuff For Any Type Of GameEntity ====
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==== ItemPickup-Only Stuff ====
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== Sub-Nodes ==
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===== system =====
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===== hitbox =====
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===== stacked_image =====
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===== room =====
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===== periodic_movement_mode =====
  
  

Revision as of 18:13, 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.

Attributes

Most Important General

Ship-Only Stuff

Low-Importance Ship-Only Stuff

Any Type Of GameEntity Stuff

Low-Importance Stuff For Any Type Of GameEntity

ItemPickup-Only Stuff

Sub-Nodes

system
hitbox
stacked_image
room
periodic_movement_mode

Starward Rogue XML Documentation Main