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Documentation of XML Map Parameters
Censere
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This thread is an EN translation of Rectop's FR map XML documentation. It has been translated with Sentinel permission by Drescen.
This is not a tutorial, and therefore you must already know your way around XML editing to understand this. A full summary of all the XML tags may be found in the second tab ("Tags"). The remaining tabs document each tag in their categories, in detail.\


A more up to date and comprehensive XML Documentation may be found here.


Information about the tabs will be specified in spoilers in the categorised tabs, please use these to help get an understanding of the tag before you use it.

Full Map
<C> </C>

Basic Locations
<D />

Shaman Spawn
<DC />

Second Shaman Spawn
<DC2 />

Mouse Spawn
<DS />

Cheese
<F />

Distance Joint
<JD />

Prismatic Joint
<JP />

Pulley Joint
<JPL />

Revolute Joint
<JR />

Joints Container
<L> </L>

Map Settings
<P />

Decorations
<D />

Shaman Objects Container
<O> </O>

Shaman Object
<O />

Ground Container
<S> </S>

Ground
<S />

Hole
<T />

All elements of the Map
<Z> </Z>
These tags go into <P /> tag at the start of the XML and specify various map settings.

Soulmate
A=""

Shock Sensitive
aie=""

Cannon Upwards without skill
bh=""

Collision
C=""

Map Border
Ca=""

Background Image
D="url,x,y,r;url,x,y,r"
Arguments
url: URL of the image
x: X coordinate of the image
y: Y coordinate of the image
r: How many times the image is repeated every 800 px

"r" argument only works in LUA.

More information on this can be found here


Foreground Image
d="url,x,y,r;url,x,y,r"
Arguments
url: URL of the image
x: X coordinate of the image
y: Y coordinate of the image
r: How many times the image is repeated every 800 px

"r" argument only works in LUA.

More information on this can be found here


Defilante
defilante="vi,va,vm,d"
Arguments
vi: Starting Speed
va: Acceleration
vm: Max Speed
d: 0 for no scroll/ 1 forced scroll

More information on this may be found here.


Multiple mice spawns
DS="m;x1,y1,x2,y2"
Arguments
x1: First mice spawn X position
y1: First mice spawn Y position
x2: Second mice spawn X position
y2: Second mice spawn Y position

It's possible to have as many xNum,yNum positions as you like.


Random X axis spawn for mice
DS="y;y"
Arguments
y: Y coordinate to be added to the random X coordinate.


Random Y axis spawn for mice
DS="x;x"
Arguments
x: X coordinate to be added to the random Y coordinate.


Background
F="id"
Arguments
id: Id of the background


Wind and gravity
G="w,g"
Arguments
w: Wind
g: Gravity


Height
H="h"
Arguments
h: Height of the map, max 800px


Length
L="l"
Arguments
l: Length (maximum 1600, or if it is Defilante, 4800.)


Hide nails
mc=""

Mass of Shaman Objects
mgoc="m"
Arguments
m: Mass of the objects

The value (m) specifies the weight of every object; ie: if the value is 100, all shaman objects weigh 100. The most common use is to use -1 as the value, causing the objects to have negative mass and be static.


Nightmode
N=""

Portals
P=""
These parameters go into the ground tag <S /> and specify ground properties.

Type of collision
c="type"
Arguments
type: What the ground does and does not collide with.
1= Collides with all objects.
2= Collides with only shaman objects and grounds.
3= Collides only with mice.
4= Does not collide with any objects.

Height
H="h"
Arguments
h: Height of the ground (minimum height is 10, anything lower defaults to 10.


Image on the ground
i="x,y,url"
Arguments
x: X position of the image on the ground
y: Y position of the image on the ground
url: Link to the image

Only available to module team LUA scripts.


Length
L="l"
Arguments
l: Length of the ground


Lua ID
lua="id"
Arguments
id: ID to identify the ground in LUA


Invisibility
m=""

Foreground
N=""

Deactivation of sync if ground is dynamic
nosync=""

Color (for rectangle and circle)
o="c"
Arguments
c: Hex Color code without "#"


Properties of ground
P="sd,m,f,r,a,af,aml,ama"
Arguments
sd: 0 for non dynamic / 1 for dynamic
m: Mass
f: Friction
r: Restitution
a: Angle
af: Fixed rotation (1) or Non-Fixed (0)
aml: Linear Damping
ama: Angular Damping


Ground skin ID
T="id"
Arguments
id: Id of the ground skin


Despawn
v="ms"
Arguments
ms: Milliseconds before the ground despawns. (1000 = 1 second)


X Position
X="x"
Arguments
x: X coordinate of the ground


Y Position
Y="y"
Arguments
y: Y coordinate of the ground


Z Index
Z="z"
Arguments
z: Z index of the ground for reference

These parameters specify the properties of shaman objects, placed in the <O /> tag.

Type of the object
C="id"
Arguments
id: ID of the object.
More information on this may be found here.


Nail rotation power
Mp="p"
Arguments
p: Power


Nail rotation speed
Mv="v"
Arguments
v: Speed


Deactivation of synchronisation
nosync=""

Paramaters of the object
P="a,t"
Arguments
a: Angle
t: 0 non-space object / 1 space object (transparent)


X Position
X="x"
Arguments
x: X coordinate of the object


Y Position
X="X"
Arguments
y: Y coordinate of the object


Reference ID
Z="z"
Arguments
z: Object reference ID

These parameters specify the properties of the decorations (found in the <D /> inside of the <Z></Z> tag)

Colors
C="c1,c2,c3"
Arguments
c1: Color of the first section of the decoration
c2: Color of the second section of the decoration
c3: Color of the third section of the decoration

The amount of colors will depend on the decoration type, some may have 3, others may have none.


Appearance
P="ap,inv"
Arguments
ap: 0 foreground / 1 background
inv: 0 normal / 1 inverted


Type of decoration
T="id"
Arguments
id: Id of the decoration


X Position
X="x"
Arguments
x: X coordinate of the decoration


Y Position
X="X"
Arguments
y: Y coordinate of the decoration


Reference ID
Z="z"
Arguments
z: Decoration reference ID

More information can be found here.
Another, up to date tutorial dedicated to understanding joints is planned for the future (by Drescen).

Distance Joint
Parameters of the Distance Joint - <JD />

Joint stiffness
AMP="r"
Arguments
r: Stiffness


Color
c="c,ep,t,ap"
Arguments
c: Color (Hex code without "#")
ep: Thickness, max is 255
t: Transparency
ap: 0 for background / 1 for foreground


Oscillation
HZ="o"
Arguments
o: How often the joint oscillates


First ground to connect
M1="z"
Arguments
z: Z index of the ground to connect


Second ground to connect
M2="z"
Arguments
z: Z index of the ground to connect


Point in the first ground to be connected
P1="x,y"
Arguments
x: X coordinate
y: Y coordinate
If unspecified, it this will be in the middle of the ground.


Point in the second ground to be connected
P2="x,y"
Arguments
x: X coordinate
y: Y coordinate
If unspecified, it this will be in the middle of the ground.



Revolute Joint
Parameters of the Revolute Joint - <JR />

Color
c="c,ep,t,ap"
Arguments
c: Color (Hex code without "#")
ep: Thickness, max is 255
t: Transparency
ap: 0 for background / 1 for foreground


Limit of rotation 1
Lim1="a"
Arguments
a: Limit of the anticlockwise rotation


Limit of rotation 2
Lim2="b"
Arguments
b: Limit of the clockwise rotation


First ground to connect
M1="z"
Arguments
z: Z index of the ground to connect


Second ground to connect
M2="z"
Arguments
z: Z index of the ground to connect
The rotation centre will be in this ground.


Rotation Properties
MV="p,v"
Arguments
p: Power
v: Speed


Point in the first ground to be connected
P1="x,y"
Arguments
x: X coordinate
y: Y coordinate
If unspecified, it this will be in the middle of the ground.


Point in the second ground to be connected
P2="x,y"
Arguments
x: X coordinate
y: Y coordinate
If unspecified, it this will be in the middle of the ground.



Prismatic Joint
Parameters of the Prismatic Joint - <JP />

Angle between the grounds
A="a"
Arguments
a: Angle


Axis
AXIS="ax,ay"
Arguments
ax: 0 prevents movement on the X / 1 axis allows motion on the X / -1 axis reverses the direction of motion on the X axis
ay: 0 prevents motion on the Y / 1 allows movement on the Y / -1 axis reverses the direction of movement on the Y axis
Specifying 1,1 will not lock both grounds, instead it will act as if nothing is specified.


Limit of movement 1
Lim1="a"
Arguments
a: Limit of the leftwards horizontal movement/upward vertical movement
Specific values may be found at the tutorial linked at the top of this tab.


Limit of movement 2
Lim2="b"
Arguments
b: Limit of the rightwards horizontal movement/downward vertical movement
Specific values may be found at the tutorial linked at the top of this tab.


First ground to connect
M1="z"
Arguments
z: Z index of the ground to connect


Second ground to connect
M2="z"
Arguments
z: Z index of the ground to connect


Motor (AXIS must be specified)
MV="p,v"
Arguments
p: Power
v: Speed


Origin
P1="x,y"
Arguments
x: X coordinate
y: Y coordinate
If unspecified, this will be at 0,0.



Pulley Joint
Parameters of the Pulley Joint - <JPL />

Color
c="c,ep,t,ap"
Arguments
c: Color (Hex code without "#")
ep: Thickness, max is 255
t: Transparency
ap: 0 for background / 1 for foreground


First ground to connect
M1="z"
Arguments
z: Z index of the ground to connect


Second ground to connect
M2="z"
Arguments
z: Z index of the ground to connect


Point in the first ground to be connected
P1="x,y"
Arguments
x: X coordinate
y: Y coordinate
If unspecified, it this will be in the middle of the ground.


Point in the second ground to be connected
P2="x,y"
Arguments
x: X coordinate
y: Y coordinate
If unspecified, it this will be in the middle of the ground.


Location of the first pulley point
P3="x,y"
Arguments
x: X coordinate
y: Y coordinate
If unspecified, it this will be in the middle of the M1 ground.


Location of the second pulley point
P4="x,y"
Arguments
x: X coordinate
y: Y coordinate
If unspecified, it this will be in the middle of the M2 ground.


Pulley Strength
R="rf"
Arguments
rf: Pulley ratio strength

Cheese
These parameters specify the properties of cheese. They are found in the <F /> tag.

X Position
X="x"
Arguments
x: X coordinate of the cheese


Y Position
X="X"
Arguments
y: Y coordinate of the cheese


Foreground
D=""

Hole
These parameters specify the properties of the hole. They are found in the <T /> tag.

X Position
X="x"
Arguments
x: X coordinate of the cheese


Y Position
X="X"
Arguments
y: Y coordinate of the cheese


Foreground
D=""

Mouse spawn
These parameters specify the properties of the mice spawn. They are found in the <DS /> tag.

X Position
X="x"
Arguments
x: X coordinate of the spawn


Y Position
X="X"
Arguments
y: Y coordinate of the spawn



Shaman spawn
These parameters specify the properties of the mice spawn. They are found in the <DC /> tag.

X Position
X="x"
Arguments
x: X coordinate of the shaman spawn


Y Position
X="X"
Arguments
y: Y coordinate of the shaman spawn



Second shaman spawn
These parameters specify the properties of the mice spawn. They are found in the <DC2 /> tag.
This spawn is redundant unless the map is in the category of P8 or P32.

X Position
X="x"
Arguments
x: X coordinate of the shaman spawn


Y Position
X="X"
Arguments
y: Y coordinate of the shaman spawn

The following parameters can not be used via the Map Editor and LUA scripting. They are present in the XML codes of event maps. Since access to these parameters for testing purposes is not possible, the arguments are deduced and may not be accurate.


Parameters

Appearance and disappearance of image
APS="url,x,dx,y,dy,?"
Arguments
url: Link to the image
y: Y coordinate of the image
dx: X coordinate from which the image disappears and reappears
y: Y coordinate of the image
dy: Y coordinate from which The image disappears and reappears
?


Image which appears in certain conditions
IP="url,x,y;url,x,y"
Arguments
url: Link to the image
y: Y coordinate of the image
y: Y coordinate of the image


Non Player Character
PNJ="name#x#y#?#text"
Arguments
name: Name of the NPC as indicated by the game's SWF
y: Y coordinate where NPC will appear at
y: Y coordinate where NPC will appear at
?: Unknown
text: What the NPC will say.


Scenario to activate
S="id"
Arguments
id: Id of the situation to be activated

This parameter is present in the cat Halloween Event skeleton map's XML.


Appearance as vanilla
vanilla="nv"
Arguments
nv: Number of the vanilla map for the map to appear as.

This parameter was used on April Fool's so that the troll maps made by Aewing and Stormleg indicated a vanilla map number in the top bar.


Dernière modification le 1515010980000
Censere
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#2
  5
Reserved for future updates.
Veridae
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I approve
Tinkse
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In grounds there's
Paramètres du sol
P="sd,m,f,r,a,af,aml,ama"
that's not translated yet
Censere
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Tinkse a dit :
In grounds there's
Paramètres du sol
P="sd,m,f,r,a,af,aml,ama"
that's not translated yet

Translated, thank you ^^

If you (or anyone else) finds any error in the translation or any other error in the OP, give me a heads up so I can fix it.

Dernière modification le 1498803600000
Epalk
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shame idk much about these things.. shock sensitive? ground container? are you gonna add the summaries/maybe link threads to the thingies? '.'
Kimsterjay
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Nice thread Dre

Dernière modification le 1498821720000
Antoniovesel
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nice thread.
Syrius
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I think this deserve to be stickied, like FR thread.
Tucancitto
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#10
  1
This topic is so useful, thank you Drescen ;)
Tat
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#11
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Btw last time I tried having DC="x1,y1" and DC2="x2,y2" in the <P /> map settings tab, it works when I p32 the map. Might want to add that :P

And if I'm not wrong the D tag is a so-called "location/spawn container" for locations of shaman and mouse spawn(aka DC and DS)? Idk

Nice thread tho maybe having it pinned or mentioned in one of those links in the Information and Guidelines thread would be good :D

Oh and I think there are many more things you can do in the XML with lua e.g. exceeding height and length limits of map, or putting in functions too.

And if I'm not wrong the images for grounds (i="") works in map editor too for limited number of transformice images...need to experiment more on that xD

Dernière modification le 1509856200000
Anuel2blea
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hey i think u missed this
Overjoy06
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#13
  0
how can you make a AIE Map that is long?
Riox
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Overjoy06 a dit :
how can you make a AIE Map that is long?

Just add aie="" and L="1600" between the <P> tags
Overjoy06
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Riox a dit :
Overjoy06 a dit :
how can you make a AIE Map that is long?

Just add aie="" and L="1600" between the <P> tags

thanks
Air_drakon
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How can I make my map have the ability to transform mice into shamanic objects? (sorry for the bad translation)
Censere
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Air_drakon a dit :
How can I make my map have the ability to transform mice into shamanic objects? (sorry for the bad translation)

Currently this isn't possible in the editor. Also, next time I recommend that you ask questions like this in the Map Editor Q&A.

This thread is also outdated, a new version exists here ^^
Air_drakon
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Drescen a dit :
Air_drakon a dit :
How can I make my map have the ability to transform mice into shamanic objects? (sorry for the bad translation)

Currently this isn't possible in the editor. Also, next time I recommend that you ask questions like this in the Map Editor Q&A.

This thread is also outdated, a new version exists here ^^

tnx
Bolodefchoco
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#19
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APS is wrong.

It's APS="url,?,x,dx,y,dy"
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