[eXML] Dissecting Resources
I am at work with some spare time, so I am dissecting some of the XML and notating it along the way.
There are some items within that I cannot determine their functionality or purpose. Please feel free to correct any invalid information or add to the notes. I will update this accordingly. Please pardon the excessive carraige returns as this was done for clarity.
- <?xml version="1.0" encoding="utf-8"?>
- <!-- There are two files that are currently used for resources, CoreResources.xml and CoreWorldResources.xml.
- This document attempts to dissect those files by notating their contents.
- In the case of these two resource types, it appears that "world resources" are considered raw, untapped
- resources that appearon the map while "resources" are considered accumulated/stored resources. -->
- <!-- This entry is from CoreWorldResources.xml. -->
- <ResourceTypes>
- <!-- All resource objects <ResourceType> must belong to the object <ResourceTypes> -->
- <DataChecksum NoParse="1">
- <Ignore>DispName</Ignore>
- <Translate>DispName,Description</Translate>
- </DataChecksum>
- <!-- I am not sure of the necessity of this block in mods and how it pertains to the XML creation.
- The NoParse value of 1 would indicate that this block should not be parsed as a resource.
- Considering this is titled "DataChecksum," I assume this is used by Stardock for updates.-->
- <ResourceType InternalName="VentriOre">
- <!-- <ResourceType is the object name. "InternalName" defines the name of the resource for
- Elemental's internal usage. -->
- <DisplayName>Ventri Metal Deposit</DisplayName>
- <!-- The name of the resource as it is displayed to the player. -->
- <Type>VentriIronOre</Type>
- <!-- The name of the resource for our (the modders) reference. For instance, in order to build
- upon this resource, the Ventri Mine improvement must appropriately reference "VentriIronOre." -->
- <Description>Build a Mine here to produce Metal.</Description>
- <!-- This is the brief flavor text of the resource. -->
- <LongDescription>Ventri Ore was has long thought to be gone from this world. Unlike the relatively more common iron ore, Ventri Ore provides twice as much usable metal.</LongDescription>
- <!-- This is the verbose flavor text of the resource. -->
- <PreferredTerrain>Land</PreferredTerrain>
- <!-- The terrain in which the resource is available, although this is not applied with 100% accuracy.
- Available values are defined in TerrainTypes.xml, or with custom terrain types as appropriate.-->
- <NeedsToBeUnlocked>0</NeedsToBeUnlocked>
- <!-- Whether the resource needs to be unlocked or not.
- Available values: 0 (No), 1 (Yes) -->
- <HarvestType>Mining</HarvestType>
- <!-- The type of harvesting required. I believe that this is an internal reference for the
- AI to reference.
- Available values: Mining, Farming, -->
- <!-- Value list incomplete. -->
- <IconColor>0,0,0</IconColor>
- <!-- The color that shades the icon. -->
- <Icon>Gfx//Icons//Icon_Metal.png</Icon>
- <!-- The file name of the icon and its location. Custom icons can be located in "mods//". -->
- <ClothIcon>gfx\\TacticalIcons\\Res_VentiOre1.png</ClothIcon>
- <!-- The file name of the icon as represented on the cloth map. Custom icons can be located in "mods//". -->
- <TileDesign>R_Venrti_01</TileDesign>
- <!-- The name of the tile, as designed in the Tile editor and/or defined in the tile's XML. -->
- <ModelColor>32,0,0</ModelColor>
- <!-- The color that shades the tile -->
- <Production>1.0</Production>
- <!-- Undetermined. The production multiplier. -->
- <Worth>5</Worth>
- <!-- Undetermined. Possibly an internal value used by the AI to determine priority and/or a player's
- relative strength. -->
- <Global>0</Global>
- <!-- Is this a global resource or a local resource?
- Available values: 0 (Local), 1 (Global) -->
- <Rarity>60</Rarity>
- <!-- Frequency that the resource appears on the map. Functionality is undetermined at this time.-->
- <Stored>0</Stored>
- <!-- Is this resource stored and accumulated?
- Available values: 0 (No), 1 (Yes) -->
- <RummagedPerTurn>1.0</RummagedPerTurn>
- <!-- Undetermined. Potentially obsolete. Artifact from previous mechanic.-->
- <Medallions InternalName="IronOre_Res_Medallions">
- <All>Res_Ores_Plains.png</All>
- </Medallions>
- <!-- The graphical image that represents the resource. These must be located in
- gfx\\medallions. -->
- <OnSelectSFX>Click_IronOre_01</OnSelectSFX>
- <!-- The sound effect that is played when the resource is clicked. These must be
- located in sfx. -->
- <!-- Note that medallions in other objects do have full directory locations, so it is logical to assume
- that medallions and sound effects can be placed in the mods folder and referenced accordingly. -->
- </ResourceTypes>
- <!-- This entry is from CoreResources.xml. -->
- <!-- Only the differences and additional notes are annotated. -->
- <ResourceTypes>
- <DataChecksum NoParse="1">
- <Ignore>DispName</Ignore>
- <Translate>DispName,Description</Translate>
- </DataChecksum>
- <ResourceType InternalName="GoldType01">
- <DisplayName>Gildar</DisplayName>
- <Type>Gold</Type>
- <IconColor>0,0,0</IconColor>
- <Icon>Gfx//Icons//Res_Icon_Gold.png</Icon>
- <ClothIcon>gfx\\TacticalIcons\\MetalOre_1.png</ClothIcon>
- <ModelColor>0,0,0</ModelColor>
- <!-- Not sure why this is included, as there is no associated tile/model for
- stored resources. -->
- <Worth>1</Worth>
- <Global>1</Global>
- <Rarity>0.0</Rarity>
- <!-- Stored resources, logically, do not appear on the map, so would have a
- rarity of 0. -->
- <Shared>0</Shared>
- <!-- Undetermined. -->
- <TradedByCaravans>1</TradedByCaravans>
- <!-- Does this resource get traded via a caravan route?
- Available values: 0 (no), 1 (yes) -->
- <ShownInGlobalDisplay>1</ShownInGlobalDisplay>
- <!-- Is this resource displayed in the UI at the top of the screen?
- Available values: 0 (no), 1 (yes) -->
- <Medallions InternalName="Gold_Res_Medallions">
- <All>Res_Ores_Plains.png</All>
- </Medallions>
- </ResourceType>
- </ResourceTypes>
- <!-- Additional tags which are not referenced above: -->
- <EnvironmentType>GrasslandEnvironment</EnvironmentType>
- <EnvironmentSpreadIntensity>100.0</EnvironmentSpreadIntensity>
- <EnvironmentSpreadRadius>3</EnvironmentSpreadRadius>
- <!-- Note that these are reportedly not used at this time. -->