** Tutorial ** - FLMM XML Scripts
FLMM XML Tutorial by Loso
This tutorial will not cover all the XML coding possible.
Do not ask me for help but post in the forums and someone else might help.
If anyone finds something wrong in my tutorial post and ill change it.
-----------------------------------------------------------------------
Making FLMM read .XML files
-----------------------------------------------------------------------
Create a new .txt file and type or copy in:
<script>
<header name="Name that you will see in the FLMM">
<scriptversion>
1.0
</scriptversion>
<author>
Name of who made the mod
</author>
<description>
Description that you will see in the FLMM
</description>
</header>
</script>
Save as Script.XML (you need a script.XML file for the XML's to be read)
-----------------------------------------------------------------------
Parts of an XML mod script
-----------------------------------------------------------------------
(Note1)all data files need the folders from Data forward. eg. Data/Audio/Sounds.ini
In anothing .txt file named anything you want, add
<script>
<scriptversion>
1.0
</scriptversion>
-----
append (add to a file)
-----
<data file="(Note1)file to moddify.ini" method="append">
<source>
Add what you would in the .ini file here
and follow it by
</source>
</data>
-----
sectionappend (add to a section of a file)
-----
<data file="(Note1)file to moddify.ini" method="sectionappend">
<section>
Part you want to add to, eg.
[BaseGood
base = Li01_01_base
then
</section>
<source>
and also what you want to add in here, eg.
MarketGood = gun01, 0, -1, 10, 10, 0, 1
then
</source>
</data>
-----
Ending a script
-----
all you have to add here is
</script>
-----------------------------------------------------------------------
Example Script
-----------------------------------------------------------------------
<script>
<scriptversion>
1.0
</scriptversion>
<data file="DATA\Equipment\goods.ini" method="append">
<source>
[Good
nickname = ge_gf1_engine_01
equipment = ge_gf1_engine_01
category = equipment
price = 200
item_icon = equipment\models\commodities\nn_icons\equipicon_engine.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Starflier Engine"
ids_info = 1
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
</source>
</data>
<data file="data\equipment\market_misc.ini" method="sectionappend">
<section>
[BaseGood
base = Li01_01_base
</section>
<source>
MarketGood = ge_gf1_engine_01, 0, -1, 10, 10, 0, 1
</source>
</data>
</script>
This tutorial will not cover all the XML coding possible.
Do not ask me for help but post in the forums and someone else might help.
If anyone finds something wrong in my tutorial post and ill change it.
-----------------------------------------------------------------------
Making FLMM read .XML files
-----------------------------------------------------------------------
Create a new .txt file and type or copy in:
<script>
<header name="Name that you will see in the FLMM">
<scriptversion>
1.0
</scriptversion>
<author>
Name of who made the mod
</author>
<description>
Description that you will see in the FLMM
</description>
</header>
</script>
Save as Script.XML (you need a script.XML file for the XML's to be read)
-----------------------------------------------------------------------
Parts of an XML mod script
-----------------------------------------------------------------------
(Note1)all data files need the folders from Data forward. eg. Data/Audio/Sounds.ini
In anothing .txt file named anything you want, add
<script>
<scriptversion>
1.0
</scriptversion>
-----
append (add to a file)
-----
<data file="(Note1)file to moddify.ini" method="append">
<source>
Add what you would in the .ini file here
and follow it by
</source>
</data>
-----
sectionappend (add to a section of a file)
-----
<data file="(Note1)file to moddify.ini" method="sectionappend">
<section>
Part you want to add to, eg.
[BaseGood
base = Li01_01_base
then
</section>
<source>
and also what you want to add in here, eg.
MarketGood = gun01, 0, -1, 10, 10, 0, 1
then
</source>
</data>
-----
Ending a script
-----
all you have to add here is
</script>
-----------------------------------------------------------------------
Example Script
-----------------------------------------------------------------------
<script>
<scriptversion>
1.0
</scriptversion>
<data file="DATA\Equipment\goods.ini" method="append">
<source>
[Good
nickname = ge_gf1_engine_01
equipment = ge_gf1_engine_01
category = equipment
price = 200
item_icon = equipment\models\commodities\nn_icons\equipicon_engine.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Starflier Engine"
ids_info = 1
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
</source>
</data>
<data file="data\equipment\market_misc.ini" method="sectionappend">
<section>
[BaseGood
base = Li01_01_base
</section>
<source>
MarketGood = ge_gf1_engine_01, 0, -1, 10, 10, 0, 1
</source>
</data>
</script>