Patterns.xml



Character's patterns definition.

Image description

 * The tags are colored in emerald.
 * The attributes are colored in violet.
 * The tag texts (not the attributes) are colored in orange.
 * [allows multiple] : The engine recognizes multiple tags declaration.
 * [integer] : The attribute is a numeric integer value. (examples: "128", "24", "53")
 * [string] : The attribute is a text string value. (example: "Basic bullet", "misc/winner/1.png", "Chuy")
 * [yes/no] : The attribute is a boolean "yes" or "no" vaule. (example: "yes", "no").
 * [mandatory] : The attribute is mandatory and has to be defined.
 * [default=X] : If the attribute is not defined, it will take the X value as default.

Tags description
Bold represents the Tags.

Italic represents the attributes.
 *  - Group of patterns. For the players, this represent the change of patterns that can be inovoked pressint the 1-9 keys. For the enemies, this represents the change of patterns that are invoked from modifiers.xml.
 * name - Type, or group of patterns names. For the players, the names must to be "1", "2", ... "9" so they can be invoked using the 1-9 keys. For the enemies, you can put any name and then call ir from modifiers.xml.
 *  - A pattern applied to a single bullet. Multiple definition of  are allowed.
 * ​bullet - Bullet name defined in bullets.xml.
 * velocity - Initial velocity.
 * max_velocity - Maximum velocity.
 * acceleration - Each iteration (depending on a_frequency) this amount is added to the velocity.
 * a_frequency - Frequency in wich the acceleration will take effect.
 * angle - Initial angle.
 * angle_change - Each iteration (depending on ac_frequency and stop_ac_at) this amount is added to the angle.
 * stop_ac_at - Stops the angle change at this iteration.
 * ac_frequency - Frequency in wich the angle change frequency will take effect.
 * animation_velocity - Frequency that the bullet animation will advance a frame.
 * offset_x - Initial position x of the bullet relative to the character.
 * offset_y - Initial position y of the bullet relative to the character.
 * startup - Amount of iteration that the pattern will wait to initiate.
 * cooldown - Amount of iterations that the bullet will wait to be launched again.
 * duration - After this amount of iterations, the bullet will disapear.
 * random_angle - Adds a random angle at startup from 0 to this value.
 * aim_player - Determines if the bullet will aim the player at startup.
 * independent_br - Determines if the bullet rotation is independent to the angle.
 * bullet_rotation - Initial bullet rotation.
 * br_change - Each iteration this amount is added to the bullet_rotation.
 *  - Modifies the character variables in a given iteration.
 * at - Iteration to modify the values.
 *   - To modify a value of the character just add a attribute like this =" " (example: angle="45"). Please notice that not all the variables are modifiable. Take a look at the Non mofiable variables.

Non modifiable variables
The following variables are not modifiable under .


 * bullet
 * startup
 * cooldown

Cookbook
You can find quick XML recipes examples in the Cookbook.