Author Topic: XML questions and answers  (Read 60169 times)

Offline PokerChen

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Re: XML questions and answers
« Reply #165 on: February 01, 2016, 08:37:18 am »
Cinth needed to replace one for his mod mech, although Chris was thinking to expand the selection box to 9.

Offline TheVampire100

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Re: XML questions and answers
« Reply #166 on: February 01, 2016, 08:54:21 am »
Okay, then I will replace the White gloss Mech for now (because he is the most boring to play with). I'm currently working on some kind of Ninja Mech.

Offline keith.lamothe

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Re: XML questions and answers
« Reply #167 on: February 01, 2016, 11:26:30 am »
If you make the filename you're putting your mechs in come before the stock mechs file in alphabetical order I believe it will be processed first and thus take precedence over the other.

Alternatively you could just add yours into the stock file, before the others. Bear in mind it's liable to be overwritten by future patches.
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Offline Cinth

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Re: XML questions and answers
« Reply #168 on: February 01, 2016, 02:21:38 pm »
Cinth needed to replace one for his mod mech, although Chris was thinking to expand the selection box to 9.

The game used the top six mechs it finds to seed the mech windows.  Mine are easy since I title my files "Cinth" and the player hulls are titled "CMP".  Mine always get found first.

The easiest way to make a slot would be to just delete one mech from CMP_PlayerHulls, (Configuration/GameEntity).

GL and have fun.  I've 3 mechs I tool around with.  It's fun.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline keith.lamothe

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Re: XML questions and answers
« Reply #169 on: February 01, 2016, 04:35:35 pm »
The easiest way to make a slot would be to just delete one mech from CMP_PlayerHulls, (Configuration/GameEntity).
FYI, if you remove an entry or change its "name" attribute (which is essentially removing it and adding a similar one with a different name) you break all files that contain that entity/system/whatever. To load them properly you have to put whatever it is back.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Cinth

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Re: XML questions and answers
« Reply #170 on: February 01, 2016, 04:39:53 pm »
The easiest way to make a slot would be to just delete one mech from CMP_PlayerHulls, (Configuration/GameEntity).
FYI, if you remove an entry or change its "name" attribute (which is essentially removing it and adding a similar one with a different name) you break all files that contain that entity/system/whatever. To load them properly you have to put whatever it is back.

This is very true.  My message log blows up whenever I want to run any mech that normally seeds in the second row.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline keith.lamothe

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Re: XML questions and answers
« Reply #171 on: February 01, 2016, 04:41:41 pm »
This is very true.  My message log blows up whenever I want to run any mech that normally seeds in the second row.
You can avoid that by putting your mech in the stock file at the top, before white gloss. No need to remove white gloss or any of the others.

Anyway, there are a number of solutions, just saying that deleting or renaming existing entries is not generally a good one :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Cinth

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Re: XML questions and answers
« Reply #172 on: February 01, 2016, 04:53:18 pm »
This is very true.  My message log blows up whenever I want to run any mech that normally seeds in the second row.
You can avoid that by putting your mech in the stock file at the top, before white gloss. No need to remove white gloss or any of the others.

Anyway, there are a number of solutions, just saying that deleting or renaming existing entries is not generally a good one :)

Like adding support for more than 6 mechs (poke poke, hint hint).  I'm actually using 2 copies of the config file now.  One I've modded and one that's the live version.  The whole blowing up thing doesn't make a pretty start for a stream.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline TheVampire100

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Re: XML questions and answers
« Reply #173 on: February 01, 2016, 06:37:20 pm »
Okay, I experimented a little witht he xml Code (to be honest, I'm a total noob) and I wanted to make my ninja stealth himself whenever he enters a room. However, the code I wrote phased him out only at the beginning of a floor, not a room. Any tips how I can manage it, that he does this on every room?

Offline ptarth

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Re: XML questions and answers
« Reply #174 on: February 06, 2016, 03:26:25 am »
Quote from: TheVampire100 link=topic=18335.msg198566#msg198566
...ninja stealth himself whenever he enters a room....

<effect type="AddSystem" relate_sytems="StealthSystem" targeting=
"Self" timing="OnRoomSwitch"/>

Question:
I'm trying to make a game enemy using stacked image. The pieces add fine, but the non-base image does not get the hover idling animation the base image does. Is there a way to do so? Should there be? My work around is to use is_considered_ground_walker.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Cinth

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Re: XML questions and answers
« Reply #175 on: February 06, 2016, 03:45:27 am »
That looks like a Chris type question there, ptarth.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline ptarth

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Re: XML questions and answers
« Reply #176 on: February 08, 2016, 10:57:19 pm »
Need to map something?
Here is a weapon fired grid that can help with that.

Code: [Select]
<system name="MapSystem"
category="Weapon"
shot_type="Invisible"
damage_type="Energy"
attack_power="1"
fire_rate="2000"
cue_time = "0.0"
range_actual="10"
shots_per_salvo="1"
shot_speed="0"
targeting_logic="Dumbfire"
firing_timing="AllTheTime"
image_name="Invisible"
special_bullet_patterns="MapPattern"
does_no_actual_damage="true"
shots_never_collide_with_terrain="true"
shot_is_not_stopped_by_hitting="true"
shots_leave_no_shadows_or_reflections="true"
>
<modifier target="MyShots" type="IgnoresCollisionWithNonWallTerrain"/>
<modifier target="MyShots" type="IgnoresCollisionWithWallTerrain"/>
</system>
     <bullet_pattern name="MapPattern">
$MapPatternShot X=-1000 Y=-1000 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=-950 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=-900 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=-850 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=-800 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=-750 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=-700 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=-650 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=-600 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=-550 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=-500 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=-450 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=-400 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=-350 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=-300 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=-250 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=-200 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=-150 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=-100 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=-50 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=0 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=50 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=100 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=150 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=200 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=250 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=300 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=350 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=400 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=450 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=500 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=550 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=600 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=650 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=700 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=750 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=800 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=850 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=900 SHOT=CrossBlue
$MapPatternShot X=-1000 Y=950 SHOT=CrossGreen
$MapPatternShot X=-1000 Y=1000 SHOT=CrossBlue
$MapPatternShot X=-950 Y=-1000 SHOT=CrossBlue
$MapPatternShot X=-950 Y=-950 SHOT=CrossGreen
$MapPatternShot X=-950 Y=-900 SHOT=CrossBlue
$MapPatternShot X=-950 Y=-850 SHOT=CrossGreen
$MapPatternShot X=-950 Y=-800 SHOT=CrossBlue
$MapPatternShot X=-950 Y=-750 SHOT=CrossGreen
$MapPatternShot X=-950 Y=-700 SHOT=CrossBlue
$MapPatternShot X=-950 Y=-650 SHOT=CrossGreen
$MapPatternShot X=-950 Y=-600 SHOT=CrossBlue
$MapPatternShot X=-950 Y=-550 SHOT=CrossGreen
$MapPatternShot X=-950 Y=-500 SHOT=CrossBlue
$MapPatternShot X=-950 Y=-450 SHOT=CrossGreen
$MapPatternShot X=-950 Y=-400 SHOT=CrossBlue
$MapPatternShot X=-950 Y=-350 SHOT=CrossGreen
$MapPatternShot X=-950 Y=-300 SHOT=CrossBlue
$MapPatternShot X=-950 Y=-250 SHOT=CrossGreen
$MapPatternShot X=-950 Y=-200 SHOT=CrossBlue
$MapPatternShot X=-950 Y=-150 SHOT=CrossGreen
$MapPatternShot X=-950 Y=-100 SHOT=CrossBlue
$MapPatternShot X=-950 Y=-50 SHOT=CrossGreen
$MapPatternShot X=-950 Y=0 SHOT=CrossBlue
$MapPatternShot X=-950 Y=50 SHOT=CrossGreen
$MapPatternShot X=-950 Y=100 SHOT=CrossBlue
$MapPatternShot X=-950 Y=150 SHOT=CrossGreen
$MapPatternShot X=-950 Y=200 SHOT=CrossBlue
$MapPatternShot X=-950 Y=250 SHOT=CrossGreen
$MapPatternShot X=-950 Y=300 SHOT=CrossBlue
$MapPatternShot X=-950 Y=350 SHOT=CrossGreen
$MapPatternShot X=-950 Y=400 SHOT=CrossBlue
$MapPatternShot X=-950 Y=450 SHOT=CrossGreen
$MapPatternShot X=-950 Y=500 SHOT=CrossBlue
$MapPatternShot X=-950 Y=550 SHOT=CrossGreen
$MapPatternShot X=-950 Y=600 SHOT=CrossBlue
$MapPatternShot X=-950 Y=650 SHOT=CrossGreen
$MapPatternShot X=-950 Y=700 SHOT=CrossBlue
$MapPatternShot X=-950 Y=750 SHOT=CrossGreen
$MapPatternShot X=-950 Y=800 SHOT=CrossBlue
$MapPatternShot X=-950 Y=850 SHOT=CrossGreen
$MapPatternShot X=-950 Y=900 SHOT=CrossBlue
$MapPatternShot X=-950 Y=950 SHOT=CrossGreen
$MapPatternShot X=-950 Y=1000 SHOT=CrossBlue
$MapPatternShot X=-900 Y=-1000 SHOT=CrossBlue
$MapPatternShot X=-900 Y=-950 SHOT=CrossGreen
$MapPatternShot X=-900 Y=-900 SHOT=CrossBlue
$MapPatternShot X=-900 Y=-850 SHOT=CrossGreen
$MapPatternShot X=-900 Y=-800 SHOT=CrossBlue
$MapPatternShot X=-900 Y=-750 SHOT=CrossGreen
$MapPatternShot X=-900 Y=-700 SHOT=CrossBlue
$MapPatternShot X=-900 Y=-650 SHOT=CrossGreen
$MapPatternShot X=-900 Y=-600 SHOT=CrossBlue
$MapPatternShot X=-900 Y=-550 SHOT=CrossGreen
$MapPatternShot X=-900 Y=-500 SHOT=CrossBlue
$MapPatternShot X=-900 Y=-450 SHOT=CrossGreen
$MapPatternShot X=-900 Y=-400 SHOT=CrossBlue
$MapPatternShot X=-900 Y=-350 SHOT=CrossGreen
$MapPatternShot X=-900 Y=-300 SHOT=CrossBlue
$MapPatternShot X=-900 Y=-250 SHOT=CrossGreen
$MapPatternShot X=-900 Y=-200 SHOT=CrossBlue
$MapPatternShot X=-900 Y=-150 SHOT=CrossGreen
$MapPatternShot X=-900 Y=-100 SHOT=CrossBlue
$MapPatternShot X=-900 Y=-50 SHOT=CrossGreen
$MapPatternShot X=-900 Y=0 SHOT=CrossBlue
$MapPatternShot X=-900 Y=50 SHOT=CrossGreen
$MapPatternShot X=-900 Y=100 SHOT=CrossBlue
$MapPatternShot X=-900 Y=150 SHOT=CrossGreen
$MapPatternShot X=-900 Y=200 SHOT=CrossBlue
$MapPatternShot X=-900 Y=250 SHOT=CrossGreen
$MapPatternShot X=-900 Y=300 SHOT=CrossBlue
$MapPatternShot X=-900 Y=350 SHOT=CrossGreen
$MapPatternShot X=-900 Y=400 SHOT=CrossBlue
$MapPatternShot X=-900 Y=450 SHOT=CrossGreen
$MapPatternShot X=-900 Y=500 SHOT=CrossBlue
$MapPatternShot X=-900 Y=550 SHOT=CrossGreen
$MapPatternShot X=-900 Y=600 SHOT=CrossBlue
$MapPatternShot X=-900 Y=650 SHOT=CrossGreen
$MapPatternShot X=-900 Y=700 SHOT=CrossBlue
$MapPatternShot X=-900 Y=750 SHOT=CrossGreen
$MapPatternShot X=-900 Y=800 SHOT=CrossBlue
$MapPatternShot X=-900 Y=850 SHOT=CrossGreen
$MapPatternShot X=-900 Y=900 SHOT=CrossBlue
$MapPatternShot X=-900 Y=950 SHOT=CrossGreen
$MapPatternShot X=-900 Y=1000 SHOT=CrossBlue
$MapPatternShot X=-850 Y=-1000 SHOT=CrossBlue
$MapPatternShot X=-850 Y=-950 SHOT=CrossGreen
$MapPatternShot X=-850 Y=-900 SHOT=CrossBlue
$MapPatternShot X=-850 Y=-850 SHOT=CrossGreen
$MapPatternShot X=-850 Y=-800 SHOT=CrossBlue
$MapPatternShot X=-850 Y=-750 SHOT=CrossGreen
$MapPatternShot X=-850 Y=-700 SHOT=CrossBlue
$MapPatternShot X=-850 Y=-650 SHOT=CrossGreen
$MapPatternShot X=-850 Y=-600 SHOT=CrossBlue
$MapPatternShot X=-850 Y=-550 SHOT=CrossGreen
$MapPatternShot X=-850 Y=-500 SHOT=CrossBlue
$MapPatternShot X=-850 Y=-450 SHOT=CrossGreen
$MapPatternShot X=-850 Y=-400 SHOT=CrossBlue
$MapPatternShot X=-850 Y=-350 SHOT=CrossGreen
$MapPatternShot X=-850 Y=-300 SHOT=CrossBlue
$MapPatternShot X=-850 Y=-250 SHOT=CrossGreen
$MapPatternShot X=-850 Y=-200 SHOT=CrossBlue
$MapPatternShot X=-850 Y=-150 SHOT=CrossGreen
$MapPatternShot X=-850 Y=-100 SHOT=CrossBlue
$MapPatternShot X=-850 Y=-50 SHOT=CrossGreen
$MapPatternShot X=-850 Y=0 SHOT=CrossBlue
$MapPatternShot X=-850 Y=50 SHOT=CrossGreen
$MapPatternShot X=-850 Y=100 SHOT=CrossBlue
$MapPatternShot X=-850 Y=150 SHOT=CrossGreen
$MapPatternShot X=-850 Y=200 SHOT=CrossBlue
$MapPatternShot X=-850 Y=250 SHOT=CrossGreen
$MapPatternShot X=-850 Y=300 SHOT=CrossBlue
$MapPatternShot X=-850 Y=350 SHOT=CrossGreen
$MapPatternShot X=-850 Y=400 SHOT=CrossBlue
$MapPatternShot X=-850 Y=450 SHOT=CrossGreen
$MapPatternShot X=-850 Y=500 SHOT=CrossBlue
$MapPatternShot X=-850 Y=550 SHOT=CrossGreen
$MapPatternShot X=-850 Y=600 SHOT=CrossBlue
$MapPatternShot X=-850 Y=650 SHOT=CrossGreen
$MapPatternShot X=-850 Y=700 SHOT=CrossBlue
$MapPatternShot X=-850 Y=750 SHOT=CrossGreen
$MapPatternShot X=-850 Y=800 SHOT=CrossBlue
$MapPatternShot X=-850 Y=850 SHOT=CrossGreen
$MapPatternShot X=-850 Y=900 SHOT=CrossBlue
$MapPatternShot X=-850 Y=950 SHOT=CrossGreen
$MapPatternShot X=-850 Y=1000 SHOT=CrossBlue
$MapPatternShot X=-800 Y=-1000 SHOT=CrossBlue
$MapPatternShot X=-800 Y=-950 SHOT=CrossGreen
$MapPatternShot X=-800 Y=-900 SHOT=CrossBlue
$MapPatternShot X=-800 Y=-850 SHOT=CrossGreen
$MapPatternShot X=-800 Y=-800 SHOT=CrossBlue
$MapPatternShot X=-800 Y=-750 SHOT=CrossGreen
$MapPatternShot X=-800 Y=-700 SHOT=CrossBlue
$MapPatternShot X=-800 Y=-650 SHOT=CrossGreen
$MapPatternShot X=-800 Y=-600 SHOT=CrossBlue
$MapPatternShot X=-800 Y=-550 SHOT=CrossGreen
$MapPatternShot X=-800 Y=-500 SHOT=CrossBlue
$MapPatternShot X=-800 Y=-450 SHOT=CrossGreen
$MapPatternShot X=-800 Y=-400 SHOT=CrossBlue
$MapPatternShot X=-800 Y=-350 SHOT=CrossGreen
$MapPatternShot X=-800 Y=-300 SHOT=CrossBlue
$MapPatternShot X=-800 Y=-250 SHOT=CrossGreen
$MapPatternShot X=-800 Y=-200 SHOT=CrossBlue
$MapPatternShot X=-800 Y=-150 SHOT=CrossGreen
$MapPatternShot X=-800 Y=-100 SHOT=CrossBlue
$MapPatternShot X=-800 Y=-50 SHOT=CrossGreen
$MapPatternShot X=-800 Y=0 SHOT=CrossBlue
$MapPatternShot X=-800 Y=50 SHOT=CrossGreen
$MapPatternShot X=-800 Y=100 SHOT=CrossBlue
$MapPatternShot X=-800 Y=150 SHOT=CrossGreen
$MapPatternShot X=-800 Y=200 SHOT=CrossBlue
$MapPatternShot X=-800 Y=250 SHOT=CrossGreen
$MapPatternShot X=-800 Y=300 SHOT=CrossBlue
$MapPatternShot X=-800 Y=350 SHOT=CrossGreen
$MapPatternShot X=-800 Y=400 SHOT=CrossBlue
$MapPatternShot X=-800 Y=450 SHOT=CrossGreen
$MapPatternShot X=-800 Y=500 SHOT=CrossBlue
$MapPatternShot X=-800 Y=550 SHOT=CrossGreen
$MapPatternShot X=-800 Y=600 SHOT=CrossBlue
$MapPatternShot X=-800 Y=650 SHOT=CrossGreen
$MapPatternShot X=-800 Y=700 SHOT=CrossBlue
$MapPatternShot X=-800 Y=750 SHOT=CrossGreen
$MapPatternShot X=-800 Y=800 SHOT=CrossBlue
$MapPatternShot X=-800 Y=850 SHOT=CrossGreen
$MapPatternShot X=-800 Y=900 SHOT=CrossBlue
$MapPatternShot X=-800 Y=950 SHOT=CrossGreen
$MapPatternShot X=-800 Y=1000 SHOT=CrossBlue
$MapPatternShot X=-750 Y=-1000 SHOT=CrossBlue
$MapPatternShot X=-750 Y=-950 SHOT=CrossGreen
$MapPatternShot X=-750 Y=-900 SHOT=CrossBlue
$MapPatternShot X=-750 Y=-850 SHOT=CrossGreen
$MapPatternShot X=-750 Y=-800 SHOT=CrossBlue
$MapPatternShot X=-750 Y=-750 SHOT=CrossGreen
$MapPatternShot X=-750 Y=-700 SHOT=CrossBlue
$MapPatternShot X=-750 Y=-650 SHOT=CrossGreen
$MapPatternShot X=-750 Y=-600 SHOT=CrossBlue
$MapPatternShot X=-750 Y=-550 SHOT=CrossGreen
$MapPatternShot X=-750 Y=-500 SHOT=CrossBlue
$MapPatternShot X=-750 Y=-450 SHOT=CrossGreen
$MapPatternShot X=-750 Y=-400 SHOT=CrossBlue
$MapPatternShot X=-750 Y=-350 SHOT=CrossGreen
$MapPatternShot X=-750 Y=-300 SHOT=CrossBlue
$MapPatternShot X=-750 Y=-250 SHOT=CrossGreen
$MapPatternShot X=-750 Y=-200 SHOT=CrossBlue
$MapPatternShot X=-750 Y=-150 SHOT=CrossGreen
$MapPatternShot X=-750 Y=-100 SHOT=CrossBlue
$MapPatternShot X=-750 Y=-50 SHOT=CrossGreen
$MapPatternShot X=-750 Y=0 SHOT=CrossBlue
$MapPatternShot X=-750 Y=50 SHOT=CrossGreen
$MapPatternShot X=-750 Y=100 SHOT=CrossBlue
$MapPatternShot X=-750 Y=150 SHOT=CrossGreen
$MapPatternShot X=-750 Y=200 SHOT=CrossBlue
$MapPatternShot X=-750 Y=250 SHOT=CrossGreen
$MapPatternShot X=-750 Y=300 SHOT=CrossBlue
$MapPatternShot X=-750 Y=350 SHOT=CrossGreen
$MapPatternShot X=-750 Y=400 SHOT=CrossBlue
$MapPatternShot X=-750 Y=450 SHOT=CrossGreen
$MapPatternShot X=-750 Y=500 SHOT=CrossBlue
$MapPatternShot X=-750 Y=550 SHOT=CrossGreen
$MapPatternShot X=-750 Y=600 SHOT=CrossBlue
$MapPatternShot X=-750 Y=650 SHOT=CrossGreen
$MapPatternShot X=-750 Y=700 SHOT=CrossBlue
$MapPatternShot X=-750 Y=750 SHOT=CrossGreen
$MapPatternShot X=-750 Y=800 SHOT=CrossBlue
$MapPatternShot X=-750 Y=850 SHOT=CrossGreen
$MapPatternShot X=-750 Y=900 SHOT=CrossBlue
$MapPatternShot X=-750 Y=950 SHOT=CrossGreen
$MapPatternShot X=-750 Y=1000 SHOT=CrossBlue
$MapPatternShot X=-700 Y=-1000 SHOT=CrossBlue
$MapPatternShot X=-700 Y=-950 SHOT=CrossGreen
$MapPatternShot X=-700 Y=-900 SHOT=CrossBlue
$MapPatternShot X=-700 Y=-850 SHOT=CrossGreen
$MapPatternShot X=-700 Y=-800 SHOT=CrossBlue
$MapPatternShot X=-700 Y=-750 SHOT=CrossGreen
$MapPatternShot X=-700 Y=-700 SHOT=CrossBlue
$MapPatternShot X=-700 Y=-650 SHOT=CrossGreen
$MapPatternShot X=-700 Y=-600 SHOT=CrossBlue
$MapPatternShot X=-700 Y=-550 SHOT=CrossGreen
$MapPatternShot X=-700 Y=-500 SHOT=CrossBlue
$MapPatternShot X=-700 Y=-450 SHOT=CrossGreen
$MapPatternShot X=-700 Y=-400 SHOT=CrossBlue
$MapPatternShot X=-700 Y=-350 SHOT=CrossGreen
$MapPatternShot X=-700 Y=-300 SHOT=CrossBlue
$MapPatternShot X=-700 Y=-250 SHOT=CrossGreen
$MapPatternShot X=-700 Y=-200 SHOT=CrossBlue
$MapPatternShot X=-700 Y=-150 SHOT=CrossGreen
$MapPatternShot X=-700 Y=-100 SHOT=CrossBlue
$MapPatternShot X=-700 Y=-50 SHOT=CrossGreen
$MapPatternShot X=-700 Y=0 SHOT=CrossBlue
$MapPatternShot X=-700 Y=50 SHOT=CrossGreen
$MapPatternShot X=-700 Y=100 SHOT=CrossBlue
$MapPatternShot X=-700 Y=150 SHOT=CrossGreen
$MapPatternShot X=-700 Y=200 SHOT=CrossBlue
$MapPatternShot X=-700 Y=250 SHOT=CrossGreen
$MapPatternShot X=-700 Y=300 SHOT=CrossBlue
$MapPatternShot X=-700 Y=350 SHOT=CrossGreen
$MapPatternShot X=-700 Y=400 SHOT=CrossBlue
$MapPatternShot X=-700 Y=450 SHOT=CrossGreen
$MapPatternShot X=-700 Y=500 SHOT=CrossBlue
$MapPatternShot X=-700 Y=550 SHOT=CrossGreen
$MapPatternShot X=-700 Y=600 SHOT=CrossBlue
$MapPatternShot X=-700 Y=650 SHOT=CrossGreen
$MapPatternShot X=-700 Y=700 SHOT=CrossBlue
$MapPatternShot X=-700 Y=750 SHOT=CrossGreen
$MapPatternShot X=-700 Y=800 SHOT=CrossBlue
$MapPatternShot X=-700 Y=850 SHOT=CrossGreen
$MapPatternShot X=-700 Y=900 SHOT=CrossBlue
$MapPatternShot X=-700 Y=950 SHOT=CrossGreen
$MapPatternShot X=-700 Y=1000 SHOT=CrossBlue
$MapPatternShot X=-650 Y=-1000 SHOT=CrossBlue
$MapPatternShot X=-650 Y=-950 SHOT=CrossGreen
$MapPatternShot X=-650 Y=-900 SHOT=CrossBlue
$MapPatternShot X=-650 Y=-850 SHOT=CrossGreen
$MapPatternShot X=-650 Y=-800 SHOT=CrossBlue
$MapPatternShot X=-650 Y=-750 SHOT=CrossGreen
$MapPatternShot X=-650 Y=-700 SHOT=CrossBlue
$MapPatternShot X=-650 Y=-650 SHOT=CrossGreen
$MapPatternShot X=-650 Y=-600 SHOT=CrossBlue
$MapPatternShot X=-650 Y=-550 SHOT=CrossGreen
$MapPatternShot X=-650 Y=-500 SHOT=CrossBlue
$MapPatternShot X=-650 Y=-450 SHOT=CrossGreen
$MapPatternShot X=-650 Y=-400 SHOT=CrossBlue
$MapPatternShot X=-650 Y=-350 SHOT=CrossGreen
$MapPatternShot X=-650 Y=-300 SHOT=CrossBlue
$MapPatternShot X=-650 Y=-250 SHOT=CrossGreen
$MapPatternShot X=-650 Y=-200 SHOT=CrossBlue
$MapPatternShot X=-650 Y=-150 SHOT=CrossGreen
$MapPatternShot X=-650 Y=-100 SHOT=CrossBlue
$MapPatternShot X=-650 Y=-50 SHOT=CrossGreen
$MapPatternShot X=-650 Y=0 SHOT=CrossBlue
$MapPatternShot X=-650 Y=50 SHOT=CrossGreen
$MapPatternShot X=-650 Y=100 SHOT=CrossBlue
$MapPatternShot X=-650 Y=150 SHOT=CrossGreen
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$MapPatternShot X=-650 Y=250 SHOT=CrossGreen
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$MapPatternShot X=1000 Y=500 SHOT=CrossBlue
$MapPatternShot X=1000 Y=550 SHOT=CrossGreen
$MapPatternShot X=1000 Y=600 SHOT=CrossBlue
$MapPatternShot X=1000 Y=650 SHOT=CrossGreen
$MapPatternShot X=1000 Y=700 SHOT=CrossBlue
$MapPatternShot X=1000 Y=750 SHOT=CrossGreen
$MapPatternShot X=1000 Y=800 SHOT=CrossBlue
$MapPatternShot X=1000 Y=850 SHOT=CrossGreen
$MapPatternShot X=1000 Y=900 SHOT=CrossBlue
$MapPatternShot X=1000 Y=950 SHOT=CrossGreen
$MapPatternShot X=1000 Y=1000 SHOT=CrossBlue
  </bullet_pattern>

  <var name="MapPatternShot">
    <bullet speed="0" angle="0" shot_type="[SHOT]" uses_direct_location_control="true" never_collides_with_terrain="true" dumbfire="true">
      <change location="[X],[Y]" angle="0" time="0"/>
  <wait time="10"/>
    </bullet>
  </var>
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline TheVampire100

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Re: XML questions and answers
« Reply #177 on: February 08, 2016, 11:04:34 pm »
I saw int he wiki that you can create an effect, that lets enemies drop items (like what Life Harvester does) but could you also make it that the an enemy itself would drop an item without having the need of owning a specific item/upgrade?
Or, in other words, that the enemy has this effect on all runs you do?

Offline ptarth

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Re: XML questions and answers
« Reply #178 on: February 08, 2016, 11:08:33 pm »
..[Can you control loot from killing enemies]...

I believe so. The complexity of the loot system would be related to the complexity of code required.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Ayrix

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Re: XML questions and answers
« Reply #179 on: February 09, 2016, 12:00:00 am »
I saw int he wiki that you can create an effect, that lets enemies drop items (like what Life Harvester does) but could you also make it that the an enemy itself would drop an item without having the need of owning a specific item/upgrade?
Or, in other words, that the enemy has this effect on all runs you do?
You could do it via a bullet pattern fairly easily using death_spiral_movement_driving_bullet_pattern, and then spawn entity.
Or
 you could instead grant the enemy a single use system that drops (an) item(s).
Or
you can make it turn into an item on death.

most of the loot system is based on loot pools, which items are in which pools is a property of the item.
You can either make them drop something from a pool, or a specific item.

Making them drop sometimes is more difficult.  Chance based things must be a effect (which normally means a system), or a modifier (what those can do is more limited, and is how the 5% chance of grants health on kill stuff works).

 

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