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XML Reference
Fxie
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Disclaimer
a dit :
Since Typenick doesn't appear to be interested in updating Topic-151347 and also since this topic is primarily for joints and replacing Rype's glitch (as the title implies), here's a real XML reference.

This is a reference, not a tutorial. This is only for mapmakers who know what they're doing but cannot remember all of the properties and variables involved in mapmaking.

Dumb values such as stage dimensions (800x400, duh) not included.

Glorious background color: 6a7495
Double rotation: 9423000 (9423045 for 45 degrees, etc.)
Maximum 16bit properties: 0x7fff (32767)
Maximum 32bit properties (mass): 0x7fffffff (2147483647)

<P />

N=""
nightmode

Ca=""
hide everything offscreen

L="length"
length: the length of the stage (maximum 1600)

DS="y;y1"
y1: Mice will spawn at this y and randomly scattered across the x axis (0-800)

DS="m;x1,y1,x2,y2"
x1,y1: The x/y coordinates of the first spawn point
x2,y2: The x/y coordinates of the second spawn point
x3,y3: Just keep adding coordinates to add more random spawn points

<O /> (anchors only)

Mp="power" Mv="velocity"
power: Rotation strength; use "Infinity" for perfect stability
velocity: Rotation velocity; 0.4 default CCW, -0.4 default CW

<L />

DISTANCE JOINT
<JD
M1="The first ground to connect"
M2="The second ground to connect"
HZ="How frequently the grounds pull back to the locked distance (30 default)"
AMP="Strength of pullback (0-1, 1 default)"
c="(optional): color,width (255 max),opacity,foreground of visible joint (default 0,1,1,0)"
/>

REVOLUTE JOINT (FREE ROTATION)
<JR
M1="The first ground to connect; origin"
M2="The second ground to connect; rotates around origin"
P1="x,y to connect both grounds OR for one ground to rotate around"
MV="power (Infinity),velocity (0.4 CCW, -0.4 CW)"
LIM1="Fix relative rotation (perfect C nail; no value)"
/>

PRISMATIC JOINT (LOCKED ROTATION)
<JP
M1="The first ground to connect; origin"
M2="The second ground to connect; moves"
MV="power (Infinity),velocity (0.4)"
AXIS="move x (0, 1, -1),move y (0, 1, -1)"
/>

PULLEY JOINT
<JPL
M1="The first ground to connect; origin"
M2="The second ground to connect"
P1="(optional): Where to anchor M1 (x,y; default center)"
P2="(optional): Where to anchor M2 (x,y; default center)"
P3="Top x1,y1 of pulley"
P4="Top x2,y2 of pulley"
c="(optional): color,width (255 max),opacity,foreground of visible joint (default 0,1,1,0)"
/>
Zackybear
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#2
[Modéré par Inconnu_0]
Zackybear
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#3
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Thank you Fxie for the update
Kittyasd
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Nice thread!
Gephyd
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straightforward and much easier to understand the tags than that other thread, gj!
Bethdacat
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It is understandable now.
Great job, Fxie!
Fernago
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Very nice tutorial!

Maybe Add Ch=""

Edit: Here's my XML-Collection for Mechs. @Fxie maybe you want to add some of them (:
Ronnnnnnnnn
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Omg ty I always wanted to know how to do it! =)
Fxie
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#9
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Fernago a dit :
Very nice tutorial!

Maybe Add Ch=""

Edit: Here's my XML-Collection for Mechs. @Fxie maybe you want to add some of them (:

c="XXXXXX,X,X,X" is c="color,width (255 max),opacity (0-1),foreground"

If anyone's curious, 255 is the max value because length is only 8bits (smallest register size) which spans from 0x00-0xff (255)
Todorovski
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Is it really possible to do two shaman spawns or mouse spawns?
I don't think so...
Deadlag
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Todorovski a dit :
Is it really possible to do two shaman spawns or mouse spawns?
I don't think so...

It is, the shaman spawns will work the same way as hiding the two first holes. You will only be able to see the spawns working if it's being tested to be a P8 or it is already a P8.

Also, thanks Fxie for doing this ^^
Fxie
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It looks like Tig removed DC for some reason; I just tested it last night and it no longer seems to work. Removed it from OP until it seems to be working again.

Multiple mice spawns works though yes.
Totalnick
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Fxie a dit :
It looks like Tig removed DC for some reason; I just tested it last night and it no longer seems to work. Removed it from OP until it seems to be working again.

Multiple mice spawns works though yes.

Can you teach me that mechanism in Frosted Mechanics ?

I've tried everything, but it always falls apart..
Fxie
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Totalnick a dit :
Can you teach me that mechanism in Frosted Mechanics ?

I've tried everything, but it always falls apart..

Well this is a reference thread, not a tutorial thread, but if you'd like to ask in Topic-9573 and clarify what exactly you're trying that isn't working I can help you out.
Totalnick
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Fxie a dit :

Ch=""
hide everything offscreen

Erhm. Its Ca=""
Fatsexybeast
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Fxie a dit :
It looks like Tig removed DC for some reason; I just tested it last night and it no longer seems to work. Removed it from OP until it seems to be working again.

Multiple mice spawns works though yes.

DC came up in an XML of mine just there, taking into account I have know idea what it is or does, I don't know if it's just still appearing or if it works...
Fxie
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Totalnick a dit :
Erhm. Its Ca=""

Someone fuccing said "add Ch" so just
God
Totalnick
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Don't cuss, it not nice :P
Fxie
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Fatsexybeast a dit :
DC came up in an XML of mine just there, taking into account I have know idea what it is or does, I don't know if it's just still appearing or if it works...

<DC X="" Y="" /> is the shaman spawn parameter, but DC as a property in P (<P DC="" />) was supposed to be for multiple shamans, just like DS (<DS X="" Y="" /> alone, <P DS="" /> in P) is used for multiple mice spawns.
Iamconz
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Totalnick a dit :
Don't cuss, it not nice :P

Huehue, Santa isn't going to be pleased :P
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