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===<npc>=== | ===<npc>=== | ||
An individual NPC description. <code>npc</code>s have <code>id</code>, which are the view ID sent by the server. Note that client versions prior to 0.0.28 can only use NPCs in the range 100-199. Version 0.0.28 and above can use NPCs in the range 50-1001. TMWServ client can use any ID? <code>npc</code> elements contain sprite and particle tags to describe how the NPC should look. | |||
===<sprite | ===<sprite>=== | ||
A sprite to use when displaying the NPC. Multiple sprites are layered in the order they are put. <code>sprite</code>s have <code>variant</code>s and content. <code>variant</code> says which sprite variant to use from the given file. The tag's contents describe the sprite definition to use. | A sprite to use when displaying the NPC. Multiple sprites are layered in the order they are put. <code>sprite</code>s have <code>variant</code>s and content. <code>variant</code> says which sprite variant to use from the given file. The tag's contents describe the sprite definition to use. | ||
===<particlefx | ===<particlefx>=== | ||
A particle effect to use when displaying the NPC. <code>particlefx</code> tags only have content, which describes the particle definition to use. | A particle effect to use when displaying the NPC. <code>particlefx</code> tags only have content, which describes the particle definition to use. | ||
Latest revision as of 03:56, 27 March 2024
This file describes the NPC IDs recognized by the client. Note that only client versions 0.0.25 and above use this file.
Structure
NPC DBs are in XML format.
<npcs>
This is the root element of the file.
<npc>
An individual NPC description. npc
s have id
, which are the view ID sent by the server. Note that client versions prior to 0.0.28 can only use NPCs in the range 100-199. Version 0.0.28 and above can use NPCs in the range 50-1001. TMWServ client can use any ID? npc
elements contain sprite and particle tags to describe how the NPC should look.
<sprite>
A sprite to use when displaying the NPC. Multiple sprites are layered in the order they are put. sprite
s have variant
s and content. variant
says which sprite variant to use from the given file. The tag's contents describe the sprite definition to use.
<particlefx>
A particle effect to use when displaying the NPC. particlefx
tags only have content, which describes the particle definition to use.
Example
<npcs>
<npc id="100"><sprite variant="0">npc.xml</sprite></npc>
<npc id="101"><sprite variant="1">npc.xml</sprite><particlefx>graphics/particles/some_particle.xml</particlefx></npc>
...
</npcs>
Content XML files |
---|
Databases effects.xml | emotes.xml | hair.xml | items.xml | monsters.xml | maps.xml | npcs.xml | runes.xml | skills.xml | status-effects.xml |
Filetypes Particle XML files | Animation XML files | GUI window skin XML files |