An incomplete tag list

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An incomplete tag list

Postby caprontos » Tue Mar 25, 2014 2:12 pm

I started to do this awhile ago because I wanted to have a place to look what ever single tag does in every single xml.. but some issues made me unable to continue and since those issues have subsided.. I don't feel like it right now.. But I will post what I have for what it is worth.. and maybe continue it at a later date..

If anyone wants to do an xml I didn't do feel free to.

Anyways:

This post is just a list of tags found in the various.xml's saying what they do/are for. If I miss any or am wrong on what it does feel free to correct.. Likewise if you have any questions feel free to ask.

This is not complete, nor 100% accurate yet.

This list is mostly in alphabetical order.. and divided into xml sections unless I decided otherwise when making it..

This list doesn't really tell you where to put some tags but I tried to outline specific tags separately.. but you should still look at the default xml when learning what the format is for the xml you want to edit.

Done:
Actions.xml, Caravans.xml, Effects.xml, Items.xml, Livingentities.xml, Terrain.xml, Type.xml

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actions. xml

--These tags go before the queue tag--

<id></id> - Sets the id of the action. Used with the menu.xml's.

<name esES=""></name> - Names the action, Spanish name goes between the "" and English between the ><.

<priorityID></priorityID> - Sets what priority this action is under.

<queue></queue> - All the steps to do the action are put inside these

--These tags go in the queue tags for actions--

<changeTerrain></changeTerrain> - Changes the terrain under the townie to the terrain set here.

<createitem></createitem> - Creates the stated item and ends the action.

<createFriendly></createFriendly> - Like createitem only it creates a living. Any living can be used it doesn't need to be a friendly.

<destroyCellItem /> - Destroys any items in the cell the townie is currently in.

<destroyItem /> - Destroys any item the townie is currently holding, used with the pick tag.

<generatedItem></generatedItem> - Sets the item to count/display in the APS for weather or not to do the action.

<inverted></inverted> - This sets the aps to be backwards, so it will destroy any items over the amount you set instead of only making items until you reach the amount set. Value is true or false.. Defaults to false, so only need when you want it to be True.

<lock></lock> - Put the first used utility of the action in this tag and it will lock it preventing other townies from trying to use the same bench.

<move></move> - Put the name of any item in here, and the townie will move to any free one to do the task. Unlocks any previously locked items and also this locks the item until the action is done or the queue comes to an <unlock /> or <move> tag.

<move useSource="true"></move> - This sets the action to be done where the action is activate, but only if the items stated in the tag is available.

<moveTerrain /> - Moves the townie to the selected tile of terrain.

<pick></pick> - Sets an item to be picked up and used.

<pickFriendly></pickFriendly> - Same as <pick> only used with livings instead of items. Does not need to be a friendly, any living will work in the tag.

<replaceCellItem></replaceCellItem> - Replaces any items in the cell the townie is in to the item in the tag.

<unlock /> - Unlocks any locked item.

<wait></wait> - Sets the number of turns it takes to finish the action.

<wait fx="fxchop" fxTurns="5">27</wait> - Sets a sound, the sound turns and the turns to wait (fxchop as example).

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caravans.xml

<buys></buys> - Sets what types of items the caravan is willing to buy. Types can be found in the types.xml.

<coins></coins> - Sets the number of coins the caravan has on hand.

<pricePCT></pricePCT> - Sets percent change in value the caravan will charge you.. Higher = higher prices.

<zone></zone> - Sets the zone the caravan needs available to spawn and will go to when it does.

--Item selling tags--

<item></item> - The four tags below go in this tag.

<id></id> - Sets a specific item to sell.

<type></type> - Sets a type to randomly select an item from to sell.

<PCT></PCT> - Sets the percent chance the item will actually be sold each trip.

<quantity></quantity> - Sets the amount of the item to have for sell.

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effects.xml

<afterEffects></afterEffects> - Sets an effect to apply when this one ends.

<attackAllies></attackAllies> - Makes the living effected attack other livings of the same type. (true or false). (Default is false).

<attackPCT></attackPCT> - Adds or subtracts a percent of ATK from the effected living. Lower then 100 removes, higher adds. (125= 25% stronger... 75% = 25% weaker).

<attackSpeedPCT></attackSpeedPCT> - Adds or subtracts a percent of attack speed from the effected living. Lower then 100 removes, higher adds. (125= 25% stronger... 75% = 25% weaker).

<castCooldown></castCooldown> - Sets a cooldown for the cast effect in the effect.

<castEffects></castEffects> - Sets the effect to cast on livings in the los of the living casting it.

<castTargets></castTargets> - Sets the livings to target. Can use CITIZEN, ENEMY, ALLY, FRIENDLY, and HERO.. or a living name (I think).

<castTrigger></castTrigger> - Sets a trigger to go by for when to do the cast effect in to effect. Values can be... HITTED, NEAR_Death, ENEMIES_IN_LOS, NOT_MAX_HP.

<damagePCT></damagePCT> - Adds or subtracts a percent of DMG from the effected living. Lower then 100 removes, higher adds. (125= 25% stronger... 75% = 25% weaker).

<defensePCT></defensePCT> - Adds or subtracts a percent of DEF from the effected living. Lower then 100 removes, higher adds. (125= 25% stronger... 75% = 25% weaker).

<DOT></DOT> - Sets a regen on the living.. Positive number damages and negative number heals.

<effectsImmune></effectsImmune> - Sets effects the target is immune to. Does not remove old effects, only prevents new ones.

<effectsPrerequisite></effectsPrerequisite> - Sets effects needed before this can be applied. (v14+)

<flee></flee> - Causes the living to flee to there personal room (true or false) (may only work on heroes and citizens).

<graphicChange></graphicChange> - Changes the sprite used for the living while the effect is active.

<happy></happy> - Sets a happiness regen to a CITIZEN. Positive numbers add happiness and negative (I assume) removes happiness.

<healthPointsPCT></healthPointsPCT> - Adds or subtracts a percent of HP from the effected living. Lower then 100 removes, higher adds. (125= 25% stronger... 75% = 25% weaker).

<id></id> - Sets the id of the effect. Used in other xml's in there effect tags.

<icon></icon> - Sets the sprite to use over a living when it has the effect.

<lasts></lasts> - Sets the number of turns this effect lasts.

<LOSPCT></LOSPCT> - - Adds or subtracts a percent of LOS from the effected living. Lower then 100 removes, higher adds. (125= 25% stronger... 75% = 25% weaker).(v14+)

<messageWhenGain></messageWhenGain> - Decides if a message is show when the target gains the effect, (true or false). (Default is true).

<messageWhenVanish></messageWhenVanish> - Decides if a message is shown when the target loses the effect, (true or false). (Default is true).

<name esES=""></name> - Names the action, Spanish name goes between the "" and English between the ><.

<onHitEffects></onHitEffects> - Sets effect(s) to be applied when the living with the effect hits another target.

<onHitPCT></onHitPCT> - Sets a percent chance the onhit effect will hit. (Used with onHitEffects).

<onRangedHitEffects></onRangedHitEffects> - Sets effect(s) to be applied when the living with the effect hits another target with a ranged attack.

<onRangedHitPCT></onRangedHitPCT> - Sets a percent chance the onRangedhit effect will hit. (Used with onRangedHitEffects).

<speedPCT></speedPCT>- Adds or subtracts a percent of speed from the effected living. Lower then 100 removes, higher adds. (125= 25% stronger... 75% = 25% weaker).

<removeTarget></removeTarget> - Decides if the living with the effect stops chasing/attacking it's target. (true or false, default false).

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items.xml
<action></action> - Adds an action to the right click menu in game to be used with the item. (Can have multiple actions on an item but they must be put in separate action tags).

<allowFluids></allowFluids> - Decides weather or not water can flow through the item but not destroy it.. or not.(true or false) (default is false).

<alwaysOperative></alwaysOperative> - Decides if an item is able to get a red X or not.. (may also need to be true for certain things to work). (true or false).

<attack></attack> - Sets the ATK of the item.

<base></base> - Decides if the item can be walked on top of or not (true or false) (default is false).

<blockFluids></blockFluids> - Decides if water will destroy the item or be blocked by it (true or false) (default is false).

<blocky></blocky> - Deicdes if you can see the tile behind it or not (true means you can't see it) (true or false) (default is false).

<bury></bury> - Decides if it is buried or not (true or false).
<buryLocked></buryLocked> - Locks it so it does not have a red x on it (true or false).

<buryItem></buryItem> - Decides what item will be placed where it is buried, can have multiple dived by a ,(comma).
<buryItemPCT></buryItemPCT> - The % chance the item will turn in to the above, can have multiple divided by a , (comma) - and order corresponds with the above.

<buryLivings></buryLivings> - Decides what livings can be spawned at an item when buried, can have multiple dived by a ,(comma).
<buryLivingsPCT></buryLivingsPCT> - The percent chance an item has to spawn the livings (only spawns once), can have multiple divided by a , (comma) - and order corresponds with the above.

<buildingTime></buildingTime> - the number of turns it takes for a mineshaft to produce the item..

<canBeBuiltOnHoles></canBeBuiltOnHoles> - Decides if it can be built over air (true or false) (default is false).

<canBeEaten></canBeEaten> - Decides if an item can be eaten or not (true or false)(default is false, so only needed if you want it to be true).

<container></container> - Makes the item a barrel (true or false).

<containerSize></containerSize> - Decides the max space of a barrel.

<damage></damage> - Sets the DMG of the item.

<defense></defense> - Sets the DEF of the item.

<description esES=""></description> - Sets the mouse over tool-tips in game. Spanish translation goes between the "" and English between the ><.

<door></door> - Decides if the item is a door ot not (Doors can be locked, unlocked, closed, and opened). (true or false) (default is false).

<floorWalkSpeed></floorWalkSpeed> - Decides how quickly a living will move over the item. (higher numbers = slower).

<foodValue></foodValue> - Sets how the townies prioritize the food over other foods. They eat food with the highest numbers first.

<foodFillPCT></foodFillPCT> - How much the food refills there hungry timer.

<foodEatTime></foodEatTime> - How many turns it takes to eat the food.

<foodEffects></foodEffects> - What effect to apply on the townie when the food is eaten.

<glue></glue> - decides if an item sticks to other items with the glue tag or not (true or false) (default is false).

<habitat></habitat> - Sets a terrain type this item must be built or spawned on (terrain types can be found in terrain.xml) (can have multiple but you need to put each terrain in a different tag).

<habitatGroup>grassGroup</habitatGroup> - Like habitat tag only this one is used to set the habitat to any of the grass terrains (I only know of grassgroup).

<happiness></happiness> - Sets a happiness bonus to give if the item is seen in a townies los check.

<lightRadius></lightRadius> - How far the light reaches.

<lightRed></lightRed> - How much red is in it (set to NONE, HALF, or FULL).

<lightGreen></lightGreen> - How much green is in it (set to NONE, HALF, or FULL).

<lightBlue></lightBlue> - How much blue is in it (set to NONE, HALF, or FULL).

<location></location> - Sets the slot the item is equipped to (set to WEAPON, HEAD, BODY,LEGS, or FEET).

<locked></locked> - Sets of the item is locked or not (can be moved or not).. actions handle this usually but for items you want spawned in you should put it on them. (true or false).

<LOS></LOS> - Sets the LOS added by the item..

<name esES=""></name> - Names the item, Spanish name goes between the "" and English between the ><.

<maxAge></maxAge> - Sets a number of turns for the item to maxage.

<maxAgeItem></maxAgeItem> - Sets an item for the item to change in to upon maxage. (v14+ only).

<maxAgeNeedsWater></maxAgeNeedsWater> - Decides if the item needs water around to maxage (true or false).

<maxAgeNeedsWaterRadius></maxAgeNeedsWaterRadius> - Sets the max distance away from water it can be.

<ranged></ranged> - Sets if the item is a ranged weapon or not (true or false) ( Default is false so you only need this tag on a ranged weapon).

<rangedAmmo></rangedAmmo> - Sets the item to use as ammo.

<rangedOneShoot></rangedOneShoot> - Sets if the weapon is single use

<spawn></spawn> - Sets an item to spawn.

<spawnMaxItems></spawnMaxItems> - Sets max items that can be around the item (in the 8 spaces directly touching it) before it will stop spawning new ones..

<spawnTurns></spawnTurns> - Sets number of turns between each spawn.

<speedUpPCT></speedUpPCT> - Sets a percent to speed up or slow down a living passing over (numbers below 100 slow - numbers over 100 speed up).

<stackable></stackable> - Decides if it can be put in a barrel (true or false).

<stackableSize></stackableSize> - says how many spaces the item takes up in a barrel.

<tags></tags> - Sets what type of equipment it the item is to know if a hero can equip it or not.

<text></text> - Decides if the item can be written on or not (adds the right click action to add text)(true or false) (default is false).

<translucent></translucent> - Decides if light can pass through it or not (true or false) (default is false).

<trap></trap> - Decides if the item is a trap or not (true or false) (default is false)

<trapEffects></trapEffects> - Sets what effects the trap gives when triggered (Can set multiple effects separated by a, (comma)).

<trapCooldown></trapCooldown> - Sets the number of turns before the trap can be triggered again.

<trapOnIcon></trapOnIcon> - Sets the sprite to use while the trap is triggered.

<trapTargets></trapTargets> - Sets the type of livings that can trigger the trap (Can set multiple effects separated by a, (comma)) (Valid targets include CITIZEN, FRIENDLY, ALLY, ENEMY, HERO).

<type></type> - Puts the item in to a category for barrels/stockpiles. (types can be found in types.xml)

<usedToSit></usedToSit> - Decides if a townie or hero will sit on it when eating (true or false) (default is false).

<usedToSleep></usedToSleep> - Decides if a townie or hero will sleep on it if it is in their room (true or false) (default is false).

<value></value> - Decides the base value of the item.

<verb esES=""></verb> - Sets word used for when a living misses his target. Spanish translation goes between the "" and English between the ><.

<verbInfinitive esES=""></verbInfinitive> - Sets word to use for when a living hits his target. Spanish translation goes between the "" and English between the ><.

<wall></wall> - Decides if a living can walk in the same cell as an item or not. (true or false) (default is false).

<wallConnector></wallConnector> - Decides if the item connects to items with the wall tag or not (true or false) (default is false) (wall tag does this by default as well).

<walkSpeed></walkSpeed> - sets an amount to raise or lower the walk speed of the living wearing the item.

<wearEffects></wearEffects> - Sets an effect to be given while the item is worn.

<zone></zone> - Sets a zone the item needs to be placed or spawned on (zones can be found in zones.xml).

<zoneMergerUp></zoneMergerUp> - (decides if a townie can climb up it or not (I think it is obsolete now but used on stair items).

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livingentities.xml

<action></action> - Adds an action to the right click menu in game to be used with the living. (Can have multiple actions on a living but they must be put in separate action tags).

<altGraphics></altGraphics> - Sets alt graphics to use with the same scripting. You put the living name in the tag, and then add a graphic for it in the graphics.ini.

<attack></attack> - Sets the ATK stat range for the living.

<attackSpeed></attackSpeed> - Sets the attack speed of the living.

attackVerb esES=""></attackVerb> - Sets the word for when a hit lands

<attackVerbInfinitive esES=""></attackVerbInfinitive> - Sets the word for when a hit misses

<building></building> - Sets the building that it spawns from, used in conjuration with the building.xml.

<buildingTime></buildingTime> - Sets the turns it takes for it to spawn from the building.

<caravan></caravan> - Sets the caravan menu the living uses (only for caravans). Caravan names are found in the caravan.xml.

<defense></defense>- Sets the DEF stat range of the living.

<hate></hate> - Sets what types or livings the living hates and will fight on sight. Can set types or specific living name.

<name esES=""></name> - Names the living, Spanish name goes between the "" and English between the ><.

<healthPoints></healthPoints> - Sets the HP stat range of the living.

<damage></damage> - Sets the DMG stat range of the living.

<eatZone></eatZone> - Sets a zone that this living will eat at. Zones can be found in the zone.xml.

<effects></effects> - Sets effects this living has naturally.

<effectsImmune></effectsImmune> - Sets effects this living is immune to.

<equip></equip> - Sets an equip this living starts with. Can be used on any type but citizen.

<evadeTraps></evadeTraps> - Sets weather or not this living triggers traps (true or false).

<facingDirections></facingDirections> - Sets weather this living changes sprites when he changes the direction he is moving (true or false).

<followTurns></followTurns> - Sets the number of turns to wait between checking where the living he is following is.

<followEntity></followEntity> - Sets the living this living will follow.

<foodNeeded></foodNeeded> - Sets food this living will eat (maybe only useable of FRIENDLY type).

<foodNeededTurns></foodNeededTurns> - Number of turns until the living needs to be given food.

<foodNeededDieTurns></foodNeededDieTurns> - Number of turns to wait after needing food till it dies.

<fxDead></fxDead> - Sound to play on death.

<grouping></grouping> - Sets weather or not this living will join in fighting if others like it are attacked (true or false).

<HPRegeneration></HPRegeneration> - Sets a regen for the living. Setting it to 1 will make them regen 1 hp per turn.

<level></level> - Sets the level of the living. May only work with ENEMY, FRIENDLY and ALLY - not checked.

<LOS></LOS> - Sets the Line of sight of the living.

<maxAge></maxAge> - Sets the number of turns until this living maxages.

<maxAgeLiving></maxAgeLiving> - Sets a living to turn in to when it maxages.

<movePCT></movePCT> - Sets the percent chance this living will move each check.

<name esES=""></name> - Names the living, Spanish name goes between the "" and English between the ><.

<namePoolTag></namePoolTag> - Sets the name pool found in the names.xml to use for the first name of the living.

<surnamePoolTag></surnamePoolTag> - Sets the name pool found in the names.xml to use for the second name of the living.

<type></type> - Sets what type of living it is. Can be CITIZEN, ALLY,HERO,FRIENDLY,ENEMY. Must be all capitals and may only use one.

<walkSpeed></walkSpeed> - Sets the walk speed of the living.

--CITIZEN tags--

<maxHungryTurns></maxHungryTurns> - Sets the number of turns before the citizen needs to eat.

<maxSleepTurns></maxSleepTurns> - Sets the number of turns before the citizen needs to sleep.

<idleCounterPCT></idleCounterPCT> - Decides how long the citizen stays happy while idle. This stat is based of the citizens hungry or sleep stat (I forget which), it will take the percent set her and use that.

<workCounterPCT></workCounterPCT> - Decides how long the citizen stays happy while working. This stat is based of the citizens hungry or sleep stat (I forget which), it will take the percent set her and use that.

--HERO tags--

<equipAllowed></equipAllowed> - Sets the equipment a hero is allowed to use.

<heroBehaviour></heroBehaviour> - Sets the behavior this hero uses, behaviors are set in the heroes.xml

<heroComePrerequisite></heroComePrerequisite> - Sets which come prerequisite this hero goes by. The actual prerequisite is set in the heroes.xml

<heroStayPrerequisite></heroStayPrerequisite> - Sets which stay prerequisite this hero goes by. The actual prerequisite is set in the heroes.xml

<heroSkills></heroSkills> - Sets which skill set this hero uses. Skill sets are set in the heroes.xml

<moral></moral> - Sets the moral range of this hero. Moral decides if this hero is likely to steal, help townies in danger or if they will become friends with another hero. Higher number = good, lower = bad.

-- drop tags --

<drop></drop> - Drop related tags go between these tags.

<item></item> - Sets an item to drop. (Can be any item).

<PCT>100</PCT> - sets the percent chance the item will actually drop. (Can be 1 - 100).

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terrain.xml

<action></action> - Sets an action that can be done on this terrain.

<blocky></blocky> - Decides if you can see behind this block.. (Default false, true or false).

<canBeFilled>true</canBeFilled> - An obsolete tag that sets weather or not a hole can be filled in this terrain. (pre towns.50 only)(Default false, true or false).

<drop></drop> - Sets what item is dropped when this tile is mined.

<dropPCT></dropPCT> - Sets the chance the item will drop.

<group></group> - Decides if this terrain is part of a group.

<ladderItem></ladderItem> - Sets the ladder item to make when you use "dig ladder"

<mineTurns></mineTurns> - Sets the number of turns it takes to mine this terrain.

<name esES=""></name> - Names the living, Spanish name goes between the "" and English between the ><.

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types.xml

This one is handled differently since it is just 1 tag.. I'll just try to say how to use it..

<typeid>typename</typeid> - If you do not need any translations you just set up your type like this.. Put the type name where typename is.. and you put the type"id" where typeid is.. Type id is what you put in items.xml to know whats what.

<typeid esES="TypeSpanishName">Typename</typeid> - Like the above.. Type name in type name and type id at type id... and Spanish translation goes at typespanishname..

The last thing to note is adding a type as a suptype.. you do the same like the above..

<typeid.Subtypeid esES="SubtypeSpanishName">Subtypename</typeid.Subid> - You put the type id of the type you want this type under where typeid is (like armor or rawmaterials). Then you put the subtype id where it is after a .(dot)... then you put the suptypename where it gose for English/Spanish... and this type will be considered a subtype of the main type.. for where it is stored in barrels..
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