0ad/source/tools/entconvert/oldformat.rnc
Ykkrosh cdcee291cf Convert all remaining entity template data to new file format.
Add dummy component implementations for new data.
Partly support multiple weapons for a single unit.

This was SVN commit r7547.
2010-05-15 21:07:52 +00:00

271 lines
10 KiB
Plaintext

element Entity {
attribute Parent { text }?,
element Traits {
attribute Extant { "true" }? & # ignore
attribute extant { "" }? & # ignore
element Corpse { text }? & # ignore
element Id {
element Internal_Only { empty }? & # ignore
element Generic { text }? & # ok
element Specific { text }? & # ok
element Icon { text }? & # ok
element Icon_Cell { xsd:integer }? & # ok
element Classes { text }? & # ok
element Rollover { text }? & # ok
element Tooltip { text }? & # ok
element History { text }? & # ok
element Civ { text }? & # ok
element Civ_Code { text }? # ignore
}? &
element IsTerritoryCentre { "true" }? & # ok
element Audio {
element Path { text } # ignore
}? &
element Population {
element Rem { xsd:integer }?, # ok
element Add { xsd:integer }? # ok
}? &
element Creation {
element Foundation { text }? & # ok
element Time { xsd:decimal }? & # ok
element Resource {
element Wood { xsd:integer }? & # ok
element Metal { xsd:integer }? & # ok
element Food { xsd:integer }? & # ok
element Stone { xsd:integer }? # ok
}? &
element Socket { "Settlement" }? & # ok
element BuildingLimitCategory { text }? & # ok
element TerritoryRestriction { "All" | "Allied" }? # ok
}? &
element Anchor {
element Type { "Ground" | "Water" }?, # ok
element ConformX { xsd:decimal }?, # ok
element ConformZ { xsd:decimal }? # ok
}? &
element Footprint {
element Radius { xsd:decimal }?, # ok
element Width { xsd:decimal }?, # ok
element Depth { xsd:decimal }?, # ok
element Height { xsd:decimal } # ok
}? &
element Garrison {
element Max { xsd:integer } # ok
}? &
element Health {
element Max { xsd:integer }?, # ok
element RegenRate { xsd:decimal }?, # ok
element BarHeight { xsd:decimal }?, # ignore
element Bar_Size { xsd:integer }?, # ignore
element Repairable { empty }?, # ok
element Healable { empty }? # ok
}? &
element Armour {
element Hack { xsd:decimal }?, # ok
element Pierce { xsd:decimal }?, # ok
element Crush { xsd:decimal }? # ok
}? &
element Stamina {
element Max { xsd:decimal }?, # ok
element BarHeight { xsd:decimal }?, # ignore
element Bar_Size { xsd:integer }? # ignore
}? &
element Rank {
element Height { xsd:decimal } # ignore
}? &
element Ai {
element Behaviour { "Aggressive" | "Violent" | "Skittish" | "Passive" | "Defensive" } # ok
}? &
element MiniMap {
element Type { text }, # ok
element Red { xsd:integer }?, # ok
element Green { xsd:integer }?, # ok
element Blue { xsd:integer }? # ok
}? &
element Vision {
element Los { xsd:decimal }?, # ok
element Permanent { xsd:boolean }? # ok
}? &
element Supply {
element Max { xsd:integer }, # ok
element Type { text }, # ok
element SubType { text }? # ok
}? &
element Loot {
element Xp { xsd:integer }?, # ok
element Food { xsd:decimal }?, # ok
element Wood { xsd:decimal }?, # ok
element Stone { xsd:integer }?, # ok
element Metal { xsd:integer }? # ok
}? &
element Auras { # ok
element Dropsite {
element Radius { xsd:decimal }? &
element Types {
element Food { empty }?,
element Wood { empty }?,
element Stone { empty }?,
element Metal { empty }?
}? &
element r { xsd:decimal }? &
element g { xsd:decimal }? &
element b { xsd:decimal }? &
element a { xsd:decimal }?
}? &
element Trample {
element Radius { xsd:decimal }? &
element Speed { xsd:integer }? &
element Duration { xsd:integer }? &
element Crush { xsd:decimal }? &
element Hack { xsd:decimal }? &
element Pierce { xsd:decimal }? &
element r { xsd:decimal }? &
element g { xsd:decimal }? &
element b { xsd:decimal }? &
element a { xsd:decimal }?
}? &
element (Infidelity | Allure | Heal | Fear | Courage) {
element Radius { xsd:decimal }? &
element Bonus { xsd:integer }? &
element Rate { xsd:integer }? &
element Time { xsd:integer }? &
element Speed { xsd:integer }? &
element r { xsd:decimal }? &
element g { xsd:decimal }? &
element b { xsd:decimal }? &
element a { xsd:decimal }?
}*
}? &
element Display { # ok
element Bars {
element Enabled { xsd:boolean },
element Offset { xsd:decimal },
element Width { xsd:decimal },
element Height { xsd:decimal }
}
}? &
element Promotion {
element Entity { text }?, # ok
element Req { xsd:integer }? # ok
}? &
element Formation { # ignore
element Category { "Melee" },
element Curr { "Loose" },
element List {
element * { empty }+
}
}?
}?,
element Actions {
element Attack {
element Hack { xsd:decimal }?, # ignore
element Pierce { xsd:decimal }?, # ignore
element Crush { xsd:decimal }?, # ignore
element Ranged {
(element Hack { xsd:decimal }? & # ok
element Pierce { xsd:decimal }? & # ok
element Crush { xsd:decimal }?), # ok
element MinRange { xsd:decimal }?, # ok
element Range { xsd:decimal }?, # ok
element Speed { xsd:integer }?, # ok
element ProjectileSpeed { xsd:decimal }? # ok
}?,
element Melee {
element Hack { xsd:decimal }?, # ok
element Pierce { xsd:decimal }?, # ok
element Crush { xsd:decimal }?, # ok
element Range { xsd:decimal }?, # ok
element RangeMin { xsd:decimal }?, # ok
element Speed { xsd:integer }? # ok
}?,
element Charge {
element Hack { xsd:decimal }?, # ok
element Pierce { xsd:decimal }?, # ok
element Crush { xsd:decimal }?, # ok
element Range { xsd:decimal }?, # ok
element RangeMin { xsd:decimal }?, # ok
element Speed { xsd:integer }? # ok
}?
}? &
element Create {
element List {
element StructCiv {
element * { empty }+ # ok
}?,
element StructMil {
element * { empty }+ # ok
}?,
element Train {
element * { empty }+ # ok
}?,
element Research {
element * { empty }* # ignore
}?
}?,
element Speed { xsd:integer }?, # ignore
element Rally { empty }? # ignore
}? &
element Explore { empty }? & # ignore
element Patrol { empty }? & # ignore
element Escort {
element Distance { xsd:decimal } # ignore
}? &
element Barter { # ignore
element List {
element Food { empty },
element Wood { empty },
element Stone { empty },
element Metal { empty }
}
}? &
element Move {
element Speed { xsd:decimal }, # ok
element Speed_Curr { empty }?, # ignore
element TurningRadius { xsd:decimal }?, # ignore
element Run {
element Speed { xsd:decimal } & # ok
element Range { xsd:decimal }? & # ok
element RangeMin { xsd:decimal }? & # ok
element RegenRate { xsd:decimal }? & # ok
element DecayRate { xsd:decimal }? # ok
}?,
element PassThroughAllies { "true" }? # ignore
}? &
element Gather {
element Resource {
element Food {
element Fruit { xsd:decimal }?, # ok
element Grain { xsd:decimal }?, # ok
element Meat { xsd:decimal }, # ok
element Fish { xsd:decimal }? # ok
} &
element Wood { xsd:decimal }? & # ok
element Metal { xsd:decimal }? & # ok
element Stone { xsd:decimal }? # ok
}?,
element AffectedByAllure { "true" }?, # ignore
element Range { xsd:decimal }?, # ignore
element Speed { xsd:integer } # ok
}? &
element Repair {
element Rate { xsd:decimal }, # ignore
element Speed { xsd:integer } # ignore
}? &
element Build {
element Rate { xsd:decimal }, # ignore
element Speed { xsd:integer } # ignore
}? &
element Loot {
element Resources { empty }?, # ok
element Xp { empty }? # ok
}? &
element TownBell { empty }? # ignore
}?,
element Actor { text }?, # ok
element SoundGroups {
element (Walk|Run|Melee|Death|Build|Gather_Fruit|Gather_Grain|Gather_Wood|Gather_Stone|Gather_Metal) { text }+ # ok
}?,
element Script { attribute File { text } }?, # ignore
element Event { attribute On { text }, attribute Function { text } }* # ignore
}