XML:Expert tutorial: Difference between revisions

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{{finish}}
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Expert-level modding, huh?
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.
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 files types/data get packed and processed.
 


===Patch mods===
===Patch mods===
[[Making_a_patch_mod|Patching XML files]] with code fragments or special instructions can combine features and avoid conflicts.
[[Making_a_patch_mod|Patching XML files]] with code fragments or special instructions can combine features and avoid conflicts.


====Example: Rifle Sprinting====
====Example: Rifle Sprinting====
There was a compatibility problem between and "51000 Rifle Sprinting" and "54000 New Combat Moves for Konoko".
There was a compatibility problem between "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.
Both packages modify TRAC files whereby 54000 has priority because it has a higher value and so 51000 was breaking when both were 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)).
To avoid conflicts 51000 needed to become a XML patch mod (*.oni-patch). The code from 51000 needed to become 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.
Note how Rifle Sprinting uses the '''oni''' folder for new content and the '''patches''' folder for code injections.
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The lines inside the TRAC file are now reduced to new animations instead of holding approximately 500 animations:
The lines inside the TRAC file were reduced to the new animations instead of holding all approximate 500 animations:


'''TRACkonokocore_animations.oni-patch'''
'''TRACkonokocore_animations.oni-patch'''
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             </TRACAnimation>
             </TRACAnimation>
  </xml>
  </xml>




'''Special note on TRAMs'''
'''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.
In order to register the new anims in the "'''core'''" TRAC the two parent TRAC files had to be delivered as well.


: TRACkonokolev1_animations -> TRACkonoko_animations.oni -> TRACkonokocore_animations (holds new run animations)
: TRACkonokolev1_animations -> TRACkonoko_animations.oni -> TRACkonoko'''core'''_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.
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 need all 3 files anymore - just one patch.




'''The possibilities of XML patching'''
'''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.
script10k's XmlTools is very powerful. It can not only '''add''' but also '''remove''' and '''modify''' nodes based on [https://www.w3schools.com/xml/xml_xpath.asp XPath] expressions - and it can even run custom JS code.


Learn more '''[[XmlTools|HERE]]'''.
Learn more '''[[XmlTools|HERE]]'''.


==Other candidates==
==Other candidates==
Actually all of them should be written down.
''ToDo: Finish both sections.''
 
 


===ONIE modifications===
===ONIE modifications===
 
ONIE is a good example why packages should be used. Plug-in modding is in one half "expert+" and in the other half simply a black box.


===Alarm consoles===
===Alarm consoles===
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*[[AI#Alarm_behavior]]
*[[AI#Alarm_behavior]]


 
{{XML}}
 
 
[[Category:Modding tutorials]]
[[Category:Modding tutorials]]

Latest revision as of 08:49, 28 March 2023

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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 files types/data get packed and 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 "51000 Rifle Sprinting" and "54000 New Combat Moves for Konoko".

Both packages modify TRAC files whereby 54000 has priority because it has a higher value and so 51000 was breaking when both were installed at the same time.

To avoid conflicts 51000 needed to become a XML patch mod (*.oni-patch). The code from 51000 needed to become 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 were reduced to the new animations instead of holding all approximate 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 two parent TRAC files 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 need 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

ToDo: Finish both sections.

ONIE modifications

ONIE is a good example why packages should be used. Plug-in modding is in one half "expert+" and in the other half simply a black box.

Alarm consoles

Reading material: