Tweaks and updates to scenario format docs
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@@ -105,7 +105,7 @@ are not yet supported.)
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* `h` - Indicates a horse that belongs to the party. Argument is the index of the horse in
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the global list.
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* `H` - As above, except the horse does not belong to the party.
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* `b` - Indicates a boat that belongs to the party. Argument is the index of the horse in
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* `b` - Indicates a boat that belongs to the party. Argument is the index of the boat in
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the global list.
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* `B` - As above, except the boat does not belong to the party.
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@@ -116,12 +116,19 @@ All XML documents used in the scenario format require a `boes` attribute on thei
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node, which should be set to `2.0.0`. This is a way to indicate the _format version_; if
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the format ever changes, the value of this attribute will also be changed.
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Some elements that contain text content are automatically wrapped in a `CDATA` declaration
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by the scenario editor. The rest are never wrapped in a `CDATA` declaration. As a result,
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while the game will correctly load `CDATA` declarations in any text element, it's only
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safe to use them in elements where the scenario editor would use one.
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There are some types that are common:
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* Booleans - a boolean is one of the strings "`true`" or "`false`".
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* Points - a point is an element with two attributes, `x` and `y`. It has no content.
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* Rects - a rect is an element with four attributes: `top`, `left`, `bottom`, and `right`. It has no content
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* Timers - a timer is an element whose content is the node to call, with an attribute `freq` specifying how many moves to wait between calls.
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* Rects - a rect is an element with four attributes: `top`, `left`, `bottom`, and `right`.
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It has no content
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* Timers - a timer is an element whose content is the number of the node to call, with an
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attribute `freq` specifying how many moves to wait between calls.
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Scenario Header
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---------------
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@@ -258,4 +265,46 @@ of this element in a `CDATA` declaration.
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* `<journal>` - (max unbounded) A journal string. The scenario editor wraps the contents
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of this element in a `CDATA` declaration.
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The `<editor>` element can have the following child tags:
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* `<default-ground>` - (required) The default ground used for new areas. Currently this is
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set to 0 or 2 at scenario creation, and no way to change it is offered in the scenario
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editor UI.
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* `<last-out-section>` - (required) The most-recently-edited outdoor sector, as a point.
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* `<last-town>` - (required) The number of the most-recently-edited town.
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* `<graphics>` - Stores the classification of your custom graphics. For each classified
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graphic, a `<pic>` child element is used, with an `index` property specifying the number
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of the graphic (_sheet_ * 100 + _row_ * 10 + _col_). The content of this element specifies
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the type of graphic as an integer; the following values are valid:
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* 0 or 11 - This specifies that the graphic is either unused or part of another
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graphic that starts in an earlier slot. However, this is also the default for any
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slots that don't have a `<pic>` element referencing them.
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* 1 - Specifies that the slot contains a non-animated terrain graphic.
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* 2 - Specifies that the slot contains the first from of an animated terrain graphic.
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* 15 - Specifies that the slot contains six terrain map icons.
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* 3 - Specifies that the slot contains the first frame of a single-space monster.
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* 23 - Specifies that the slot contains the left half of the first frame of a wide
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two-space monster.
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* 43 - Specifies that the slot contains the top half of the first frame of a tall
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two-space monster.
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* 63 - Specifies that the slot contains the top left quadrant of the first frame of a
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four-space monster.
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* 4 - Specifies that the slot contains the left half of a dialog graphic.
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* 13 - Specifies that the slot contains the left half of the top left quadrant of a
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dialog graphic.
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* 5 - Specifies that the slot contains the left half of a talk portrait.
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* 7 - Specifies that the slot contains a full-space item graphic.
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* 10 - Specifies that the slot contains the first frame of an animated explosion.
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* 12 - Specifies that the slot contains the first two frames of a missile animation.
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* `<storage>` - (max 10) Defines one quick item placement shortcut. It has the following
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subtags:
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* `<on-terrain>` - Specifies the terrain type to which this shortcut applies.
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* `<is-property>` - A boolean specifying whether the items in this shortcut should
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belong to someone other than the party.
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* `<item>` - (max 10) Specifies which item to place. It has a required `chance`
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attribute to give the chance of placing this item.
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* `<sound>` - (max unbounded) Gives a name for a custom sound (ID 100 or greater). These
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names are used when showing the Pick Sound dialog in various places. The required `id`
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attribute specifies which sound it applies to.
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(...more to come...)
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