This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
designer_tutorials:xml:xml [2018/05/15 15:07] Kjeld Adding info on borders |
designer_tutorials:xml:xml [2018/05/16 09:44] Kjeld |
||
---|---|---|---|
Line 3: | Line 3: | ||
The designer allows you to download and upload XML versions of your boards. This feature can be very helpful when designing boards with complex game mechanics that require hundreds (or thousands) of continents, borders, or border modifiers, as you can use scripts to automate much of the process. | The designer allows you to download and upload XML versions of your boards. This feature can be very helpful when designing boards with complex game mechanics that require hundreds (or thousands) of continents, borders, or border modifiers, as you can use scripts to automate much of the process. | ||
- | Even if you are not automating via script, it can still be quicker to make edits directly in an XML than in the board designer. | + | Even if you are not automating via script, it can still be quicker to make edits directly in an XML (using a text editor) rather |
- | ==== What is an XML file and how to view XML ==== | + | ==== What is an XML file? ==== |
- | You can look it up XML on Wikipedia, but the [[https:// | + | You can look up XML on Wikipedia, but the [[https:// |
- | For WarGear purposes, what you most need to know is how territories, | + | What you most need to know is how territories, |
- | One good free option is [[https:// | + | ==== How to view and edit an XML file ==== |
+ | |||
+ | Most browsers will display an XML file, but to edit an XML you will generally want to use a specialized application. | ||
+ | |||
+ | It is recommended that you also install the [[https:// | ||
==== Territories, | ==== Territories, | ||
Line 19: | Line 23: | ||
=== Territory === | === Territory === | ||
- | An individual territory will have the following format: | + | An individual territory |
< | < | ||
Line 25: | Line 29: | ||
You can see that a territory element comprises a list of attributes: | You can see that a territory element comprises a list of attributes: | ||
- | - id: WarGear' | + | - **id**: WarGear' |
- | - tid: Start with 0 and goes up to the number of total territories minus one. Have to be unique. Again, WarGear will create these automatically. | + | - **tid**: Start with 0 and goes up to the number of total territories minus one. Have to be unique. Again, WarGear will create these automatically. |
- | - boardid: The same for every territory, this is the id number of the board. WarGear will create this automatically if you don't include it. | + | - **boardid**: The same for every territory, this is the id number of the board. WarGear will create this automatically if you don't include it. |
- | - name: Territory name, spaces and special characters are generally OK, though many special characters won't display properly in the game engine. | + | - **name**: Territory name; spaces and special characters are generally OK, though many special characters won't display properly in the game engine. |
- | - max_units: What it says. Note that entering " | + | - **max_units**: What it says. Note that entering " |
- | - scenario_type: | + | - **scenario_type**: If your board uses a scenario to start the game, this indicates whether the territory starts open (" |
- | - scenario_seat: | + | - **scenario_seat**: If allocated to a player, this is the player' |
- | - scenario_units: | + | - **scenario_units**: Number of units the territory starts with. If scenario_type is set to " |
- | - unit_placement: | + | - **unit_placement**: Whether unit placement is " |
=== Continent === | === Continent === | ||
- | An individual continent will have the following format: | + | An individual continent |
< | < | ||
Line 43: | Line 47: | ||
You can see that a continent element also comprises a list of attributes: | You can see that a continent element also comprises a list of attributes: | ||
- | - continentid: | + | - **continentid**: Don't worry about these. WarGear will create these automatically when you upload the XML. |
- | - boardid: The same for every territory. WarGear will create this automatically if you don't include it. | + | - **boardid**: The same for every territory. WarGear will create this automatically if you don't include it. |
- | - name: Continent name, spaces and special characters are generally OK, though many special characters won't display properly in the game engine. | + | - **name**: Continent name; spaces and special characters are generally OK, though many special characters won't display properly in the game engine. |
- | - bonus: The continent bonus value. | + | - **bonus**: The continent bonus value. |
- | - members: Comma separated list of the tid values of the member territories (i.e. the territories that comprise the continent). | + | - **members**: Comma separated list of the tid values of the member territories (i.e. the territories that comprise the continent). |
- | - factory: The tid value of the territory to which the bonus will be added. Should be set to " | + | - **factory**: The tid value of the territory to which the bonus will be added. Should be set to " |
- | - factory_type: | + | - **factory_type**: Indicates whether the continent is a factory, and if so what kind. Default is " |
- | - factory_cap: | + | - **factory_cap**: Maximum number of units to which the factory continent will fill the territory. Example: a +10 factory bonus with a cap of 20 will only add units to the factory target territory up to 20. So if it started turn with 15, the factory will only generate 5 units. Note that default is " |
=== Border === | === Border === | ||
- | An individual border will have the following format: | + | An individual border |
<border borderid=" | <border borderid=" | ||
Line 60: | Line 64: | ||
You can see that a border element also comprises a list of attributes: | You can see that a border element also comprises a list of attributes: | ||
- | - borderid: continentid: Don't worry about these. WarGear will create these automatically when you upload the XML. | + | - **borderid**: Don't worry about these. WarGear will create these automatically when you upload the XML. |
- | - boardid: The same for every territory. WarGear will create this automatically if you don't include it. | + | - **boardid**: The same for every territory. WarGear will create this automatically if you don't include it. |
- | - fromid: The tid value of the territory the border starts from | + | - **fromid**: The tid value of the territory the border starts from |
- | - toid: The tid value of the territory the border connects to | + | - **toid**: The tid value of the territory the border connects to |
- | - direction: Can be " | + | - **direction**: Can be " |
- | - type: Can be " | + | - **type**: Can be " |
- | - ftattackmod: | + | - **ftattackmod**: Number of sides added to or subtracted from the attack dice in the direction of the start (from) territory to the end (to) territory. Note that for SimulGear this is the percent added to or subtracted from the attacker' |
- | - ftdefendmod: | + | - **ftdefendmod**: Number of sides added to or subtracted from the defend dice in the direction of the start (from) territory to the end (to) territory. Note that for SimulGear this is the percent added to or subtracted from the defender' |
- | - tfattackmod: | + | - **tfattackmod**: Number of sides added to or subtracted from the attack dice in the direction of the end (to) territory to the start (from) territory. Note that for SimulGear this is the percent added to or subtracted from the attacker' |
- | - tfdefendmod: | + | - **tfdefendmod**: Number of sides added to or subtracted from the defend dice in the direction of the end (to) territory to the start (from) territory. Note that for SimulGear this is the percent added to or subtracted from the defender' |