Difference between revisions of "Templates"

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(Properties you can define in templates)
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=== Properties you can define in templates  ===
 
=== Properties you can define in templates  ===
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! Property !! xml tag !! attributes !! Parent Tag
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[[Category:Drafts]]
 
[[Category:Drafts]]

Revision as of 00:57, 5 November 2016

Basics

  • Templates are files which describe properties of objects to be created in the world.
  • A template is the building plan, the blueprint for an object
  • You can create as many instances of these objects as your server allows:
    1000 rabbits, if you wish from a single rabbit template, or cultists or whatever.
  • Templates are described in files, one template per file only, so there are many.
  • These file live in a special directory called "templates" inside your mods directory.
  • The basic file format is XML, so you have the rules for XML tags and attributes.
  • Do not use special characters in the names for your templates, it can cause weird bugs
    Forbidden characters in template names: "&"

Template Properties

Templates describe GameObjects to be created, so a fundamental understanding of GameObjects is necessary: GameObj

Templates and Default Properties

Example of a very simple template:

<ObjectTemplate>
	<ClientId>461</ClientId>
	<Name>[FF9500]Green Book[-]</Name>
	<SharedStateEntry name="Weight" type="int" value="1"/>
	<Hue>0xFFFFFFFF</Hue>
</ObjectTemplate>

All templates MUST have the opening and closing tags:

<ObjectTemplate>
</ObjectTemplate>

The ClientId tag also is mandatory:

<ObjectTemplate>
    <ClientId>2</ClientId>
</ObjectTemplate>

I saved that as MostDumbTemplateEver.xml in my templates folder.
The example above probably is the most primitive template possible.
The ClientId tells that the invisible NoDraw object is to be displayed.
Apart from that it has no properties, scripts or anything declared.

A reference of possible ClientIds can be found in the file:

\\build\base\ClientIdReference.txt

After creation in the world this object already has some default properties:

Basic:

  • Name: "" (Empty String)
  • Hue:"FFFFFF" (white)
  • Position: Loc(166.34,0.00,-135.43) - that's where I placed it
  • Rotation: Loc(0,0,0)
  • Scale: Loc(1,1,1)
  • template: "MostDumbTemplateEver" (That's how I named the template when I saved it)

Shared Object Properties

  • DefaultInteraction: "Use" (When we click it)
  • NoInteract: false (Default Interaction is on)
  • TooltipString: "" (Empty String)
  • Weight: -1 (Cannot be picked up normally)

Just for the fun of it and for better understanding I created another template:

<ObjectTemplate>
    <ClientId>1</ClientId>
</ObjectTemplate>

I saved it as MostDumbMaleEver.xml in my templates folder.
Inspecting it gave me the following properties, which are different from the NoDraw above, so we learn one thing:
The basic properties of a created object depend on the ClientId it is created from and are hardcoded in the engine.

Basic:

  • Name: "" (Empty String)
  • Hue:"FFFFFF" (white)
  • Position: Loc(166.12,0.00,-135.32) - that's where I placed it
  • Rotation: Loc(0,0,0)
  • Scale: Loc(1,1,1)
  • template: "MostDumbMaleEver" (That's how I named the template when I saved it)

Shared Object Properties

  • AudioIdentifierOverride: "" (Empty String)
  • BodyOffset: 0.8
  • CanEquipArmor: true
  • CanEquipWeapon: true
  • Capacity: 2000
  • CombatMode: false
  • CombatStance: Passive
  • DefaultInteraction: Interact (When we click it)
  • DisplayName: "" (Empty String)
  • Faction: None
  • FriendlyFactions: "" (Empty String)
  • IsDead: false
  • IsFlying: false
  • IsJumping: false
  • NoInteract: false (Default Interaction is on)
  • Pose: Standing
  • Title: "" (Empty String)
  • TooltipString: "" (Empty String)
  • Weight: -1 (Cannot be picked up normally)

A reference of which Shared Properties are available for which ClientId can be found in the non-moddable file (never ever edit it !!!)

\\build\base\ObjectTagDefinitions.xml

Properties you can define in templates

Property xml tag attributes Parent Tag