- This also tweaks the scenario schemas for consistency between schemas and code, adds some unique key restraints, and makes some attributes required.
171 lines
3.7 KiB
XML
171 lines
3.7 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<scenario boes="1.0">
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<!-- boes == blades of exile scenario -->
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<title>The File Test Scenario</title>
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<!-- Human-readable -->
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<icon>8</icon>
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<!-- For a custom icon, use
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<icon custom="true" col="0" row="0">scenicon.png</icon>
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where col=x and row=y are tile offsets to the TL corner of the icon
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The icon is assumed to be 32x32 pixels on a graphics sheet containing
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only 32x32 icons, and the row and col count tiles, not pixels.
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Set split="true" if you want to put the scenario icon on your main
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graphics sheet (of 28x36 icons), where it would need to be split in half
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and take two slots like a talking graphics.
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-->
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<id>1359072240-14121234</id>
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<!-- Unix time of creation, plus random number.
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used to help sort stuff. Doesn't change after creation.
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-->
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<version>1.0.0-a</version>
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<language>en-US</language>
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<!-- For any future i18n support, maybe -->
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<author>
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<name>Sylae Jiendra Corell</name><!-- Human-readable -->
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<email>sylae@calref.net</email><!-- Human-readable -->
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</author>
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<text>
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<teaser>Who wrote 1</teaser><!-- Human-readable -->
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<teaser>Who wrote 2</teaser><!-- Human-readable -->
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</text>
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<ratings>
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<content>g</content>
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<!-- g,pg,r,nc17 -->
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<difficulty>1</difficulty>
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<!-- 1,2,3,4
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low,medium,high,very high, repectively
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-->
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</ratings>
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<flags>
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<adjust-difficulty>true</adjust-difficulty>
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<legacy>none</legacy>
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<!-- Options:
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spidweb: original boe
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none: goes off of cboe version
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-->
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<custom-graphics>false</custom-graphics>
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</flags>
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<creator>
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<type>cboe</type>
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<version>1.2.0a</version>
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<os>win7-x64</os>
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</creator>
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<game>
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<!-- Number of towns in the scenario -->
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<num-towns>1</num-towns>
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<!-- Number of outdoor sections in the scenario -->
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<out-width>1</out-width>
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<out-height>1</out-height>
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<!-- Number of the starting town -->
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<start-town>0</start-town>
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<!-- Where in town you start -->
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<town-start x="20" y="20"/>
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<!-- Which outdoor section you start in -->
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<outdoor-start x="0" y="0"/>
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<!-- Where in that outdoor section you start -->
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<sector-start x="20" y="20"/>
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<!-- Definitions of special items, if any -->
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<special-item start-with='true'>
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<name>My Special Item</name>
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<description>It's so useful!</description>
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</special-item>
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<!-- Define quests here -->
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<quest start-with='false'>
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<!-- Quests can have a deadline, and an event that waives the deadline -->
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<deadline relative='true' waive-if='5'>12</deadline>
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<!-- Quests can have an automatic reward -->
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<reward xp='12000' gold='250'/>
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<name>Sample Quest</name>
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<description>Your mission, if you choose to accept it, is...!!??</description>
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</quest>
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<!-- And shops -->
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<shop>
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<name>A Few Spells</name>
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<type>live</type>
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<prompt>spell</prompt>
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<face>43</face>
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<entries>
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<mage-spell>30</mage-spell>
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<mage-spell>31</mage-spell>
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<priest-spell>30</priest-spell>
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<priest-spell>31</priest-spell>
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</entries>
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</shop>
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</game>
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<editor>
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<!-- Default ground terrain used by the editor for new towns -->
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<default-ground>0</default-ground>
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<!-- Last outdoor section edited -->
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<last-out-section x="0" y="0"/>
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<!-- Last town edited -->
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<last-town>0</last-town>
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<!-- This is a way to specify what type of graphics are in the custom graphics sheet
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For example, this states that the fourth graphic is an item. -->
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<graphics><pic index='3'>7</pic></graphics>
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</editor>
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</scenario>
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