XML:Expert tutorial: Difference between revisions
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Note how Rifle Sprinting uses the '''oni''' folder for new content and the '''patches''' folder for code injections. | Note how Rifle Sprinting uses the '''oni''' folder for new content and the '''patches''' folder for code injections. | ||
For simplicity of this example the striker and ninja files within the 51000 package are not listed. | |||
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AE\AEInstaller\packages\51000Rifle_Sprinting\'''patches'''\common\level0_Final | AE\AEInstaller\packages\51000Rifle_Sprinting\'''patches'''\common\level0_Final | ||
TRACkonokocore_animations.oni-patch | TRACkonokocore_animations.oni-patch | ||
Revision as of 16:12, 14 May 2020
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Expert-level modding, huh?
That's when you not just design XML data that depend on each other but when you also have to consider special behavior of how some files types/data get packed or processed.
Patch mods
Patching XML files with code fragments or special instructions can combine features and avoid conflicts.
Example: Rifle Sprinting
There was a compatibility problem between and "51000 Rifle Sprinting" and "54000 New Combat Moves for Konoko".
Both packages modify TRAC files whereby 54000 with its higher value has priority so 51000 is broken when both are installed at the same time.
To avoid conflicts 51000 needs to be XML patch mod (*.oni-patch) - now the code from 51000 is injected into the files of 54000 (or any other package that comes with the same file (names)).
Note how Rifle Sprinting uses the oni folder for new content and the patches folder for code injections.
For simplicity of this example the striker and ninja files within the 51000 package are not listed.
Old structure:
AE\AEInstaller\packages\51000Rifle_Sprinting\oni\common\level0_Final
TRACkonokolev1_animations.oni TRACkonoko_animations.oni TRACkonokocore_animations.oni TRAMKONSPRPISrun_lt.oni TRAMKONSPRPISrun_rt.oni TRAMKONSPRRIFrun_lt.oni TRAMKONSPRRIFrun_rt.oni
New structure:
AE\AEInstaller\packages\51000Rifle_Sprinting\oni\common\level0_Final
TRAMKONSPRPISrun_lt.oni TRAMKONSPRPISrun_rt.oni TRAMKONSPRRIFrun_lt.oni TRAMKONSPRRIFrun_rt.oni
AE\AEInstaller\packages\51000Rifle_Sprinting\patches\common\level0_Final
TRACkonokocore_animations.oni-patch
The lines inside the TRAC file are now reduced to new animations instead of holding approximately 500 animations:
TRACkonokocore_animations.oni-patch
@XML_TOOLS Version "2.0" @ADD_INSIDE_NODES ElementName "Animations" <xml> <TRACAnimation> <Weight>100</Weight> <Animation>TRAMKONSPRPISrun_lt</Animation> </TRACAnimation> <TRACAnimation> <Weight>100</Weight> <Animation>TRAMKONSPRPISrun_rt</Animation> </TRACAnimation> <TRACAnimation> <Weight>100</Weight> <Animation>TRAMKONSPRRIFrun_lt</Animation> </TRACAnimation> <TRACAnimation> <Weight>100</Weight> <Animation>TRAMKONSPRRIFrun_rt</Animation> </TRACAnimation> </xml>
Special note on TRAMs
In order to register the new anims in the "core" TRAC the parent TRAC file had to be delivered as well.
- TRACkonokolev1_animations -> TRACkonoko_animations.oni -> TRACkonokocore_animations (holds new run animations)
But since these 3 TRAC files are Vanilla game data (always present) and the XML patcher can directly modify the one interesting TRACkonokocore_animations.oni file we don't all 3 files anymore - just one patch.
The possibilities of XML patching
script10k's XmlTools is very powerful. It can not only add but also remove and modify nodes based on XPath expressions - and it can even run custom JS code.
Learn more HERE.
Other candidates
Actually all of them should be written down.
ONIE modifications
Alarm consoles
Reading material: