Editing Modding Tutorials/XML file structure

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</Def>
 
</Def>
 
</Defs></source><br/>
 
</Defs></source><br/>
 
===Syntax and Keywords===
 
 
You have surely noticed that some of the words in the XML files seem to be used repeatedly. Take note of the words '''Abstract''', '''Name''', and '''Class'''. These words are called keywords and they make up part of the languages syntax. A word that is given the role of keyword implies that it has an intended purpose and it's use is reserved only as a keyword. For this reason, there are some rules you should be aware of as the breaking of these rules is a common cause for bugs and errors when starting out.<br/>
 
 
When you write a keyword, it should be written exactly the same each time it's used. A common mistake is to unintentionally use a different casing. '''abstract''' is NOT the same as '''Abstract''' when it comes to the '''Abstract''' keyword and making that mistake will cause issues.<br/>
 
 
In general, you should avoid using a keyword as a property when editing or creating a new '''<Def>'''. It's almost certain that doing so will lead to problems so you're better off avoiding using a keyword outside of it's intended purpose as a keyword.<br/>
 
  
 
=Inheritance=
 
=Inheritance=
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'''Note that after update A15, abstracts have been directly inheritable from the core and from other mods. Redefining the core abstracts is common cause for mod compatibility issues, because any mod loaded after the abstract has been redefined will use the modified version instead of the core. Therefore, when defining abstracts for a mod, it's advisable to try to avoid overwriting the core abstracts and to instead use unique names that are unlikely to be accidentally used by other mods.'''
 
'''Note that after update A15, abstracts have been directly inheritable from the core and from other mods. Redefining the core abstracts is common cause for mod compatibility issues, because any mod loaded after the abstract has been redefined will use the modified version instead of the core. Therefore, when defining abstracts for a mod, it's advisable to try to avoid overwriting the core abstracts and to instead use unique names that are unlikely to be accidentally used by other mods.'''
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Note that you can stop a child inheriting a specific tag's content by specifying ''Inherit="False"'' in the tag, like so:
 +
<source lang="xml">    <weaponTags Inherit="False">
 +
      <li>SniperRifle</li>
 +
    </weaponTags></source>
 +
The above example would only have ''SniperRifle'' as a weaponTag, none of the parent's weaponTags. This is particularly useful for lists.
  
 
===Basegun ThingDef===
 
===Basegun ThingDef===
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<source lang="xml"><useHitPoints>False</useHitPoints></source><br/>
 
<source lang="xml"><useHitPoints>False</useHitPoints></source><br/>
  
The next '''<ThingDef>''' in the file is one with the Name type ''BaseGun'' and the ParentName type ''BaseWeapon''. It inherits the contents of BaseWeapon and is inherited by everything with '''<ThingDef ParentName="BaseGun">''':<br/>
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The next '''<ThingDef>''' in the file is one with the Name type ''BaseGun'' and the ParentName type ''BaseWeapon''. It inherits the contents of BaseGun and is inherited by everything with '''<ThingDef ParentName="BaseGun">''':<br/>
 
<source lang="xml"><ThingDef Name="BaseGun" Abstract="True" ParentName="BaseWeapon"></source><br/><br/>
 
<source lang="xml"><ThingDef Name="BaseGun" Abstract="True" ParentName="BaseWeapon"></source><br/><br/>
  
It might help to think of each ''<ThingDef Name ="...">'' as a sort of template. BaseWeapon contains the basic information which is true for all weapons: they can be hauled, equipped, selected. BaseGun contains the information which is true for all guns: they're part of the WeaponsRanged category, they can be smelted, they can have art. BaseMakeableGun in turn contains info to make the gun.  
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It might help to think of each ''<ThingDef Name ="...">'' as a sort of template. BaseWeapon contains the basic information which is true for all weapons: they can be hauled, equipped, selected. BaseGun contains the information which is true for all weapons: they're part of the WeaponsRanged category, they can be smelted, they can have art. BaseMakeableGun in turns contains info to make the gun.  
  
 
A list representation of how inheritance works in Rimworld's XML might help you out, either early on or to collect your thoughts after reading the above.<br/><br/>
 
A list representation of how inheritance works in Rimworld's XML might help you out, either early on or to collect your thoughts after reading the above.<br/><br/>
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* '''<Defs>''' is the rootnode and this uniformity is enforced.
 
* '''<Defs>''' is the rootnode and this uniformity is enforced.
 
* '''<Def>''' has to have a specific name, matching a Type in C#.
 
* '''<Def>''' has to have a specific name, matching a Type in C#.
 
===Stopping inheritance===
 
There are cases where you don't want your child to use the values specified in the parent. You can tell your child not to inherit the content from its parent's tag by specifying ''Inherit="False"'' in the child's tag, like this example taken from the SniperRifle:
 
<source lang="xml">
 
<weaponTags Inherit="False">
 
  <li>SniperRifle</li>
 
</weaponTags></source>
 
The above example would only have ''SniperRifle'' as a weaponTag, none of the parent's weaponTags. This is particularly useful for lists, because lists add to the parent whereas other tags overwrite.
 
 
The advantage of this is that you can leave the parent intact and still inherit from it, but let the child select which properties to inherit.
 
 
====Example====
 
<source lang ="xml">
 
<ThingDef Name="ThingOne" Abstract="True">
 
  <comps>
 
    <li Class = "CompOne">
 
      <valueA>1</valueA>
 
    </li>
 
  </comps>
 
</ThingDef>
 
 
<ThingDef ParentName="ThingOne">
 
  <comps Inherit= "False"> <!-- This here means "don't use the comps from the parent -->
 
    <li Class = "CompOne"> <!-- since we just removed all comps from the parent, we gotta re-add them -->
 
      <valueA>2</valueA>  <!-- but we can use our own values! -->
 
    </li>
 
  </comps>
 
</ThingDef>
 
</source>
 
  
 
=Next up=
 
=Next up=

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