Undo insane XML reformat

ryzomclassic-develop
kaetemi 5 years ago
parent 7505fae6d1
commit aa2386151f

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File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -1,580 +1,375 @@
<database_description>
<!-- Used because the skill points are locally updated (at buy phrase time) -->
<branch name="USER"
bank="PLR">
<branch name="SKILL_POINTS_"
bank="PLR"
count="4">
<leaf name="VALUE"
type="I32" />
</branch>
<branch name="FACTION_POINTS_"
count="6">
<!-- game_share/pvp_clan.h (0 is BeginClans and size is EndClans-BeginClans+1 -->
<leaf name="VALUE"
type="I32" />
</branch>
</branch>
<!-- The Inventory Local DB -->
<branch name="INVENTORY"
bank="PLR">
<branch name="HAND">
<branch name=""
count="2">
<!-- 0 Right 1 Left -->
<leaf name="INDEX_IN_BAG"
type="I9" />
<!-- 0 nothing 1-256 index in bag from 0 to 255 -->
<!-- Used because the skill points are locally updated (at buy phrase time) -->
<branch name="USER" bank="PLR">
<branch name="SKILL_POINTS_" bank="PLR" count="4">
<leaf name="VALUE" type="I32" />
</branch>
<branch name="FACTION_POINTS_" count="6">
<!-- game_share/pvp_clan.h (0 is BeginClans and size is EndClans-BeginClans+1 -->
<leaf name="VALUE" type="I32" />
</branch>
</branch>
</branch>
<branch name="BAG">
<branch name=""
count="500">
<!-- Common Item Data -->
<leaf name="SHEET"
type="I32" />
<leaf name="QUALITY"
type="I10" />
<leaf name="QUANTITY"
type="I10" />
<leaf name="CREATE_TIME"
type="I32" />
<leaf name="SERIAL"
type="I32" />
<leaf name="USER_COLOR"
type="I3" />
<leaf name="LOCKED"
type="I10" />
<leaf name="WEIGHT"
type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID"
type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION"
type="I8" />
<leaf name="ENCHANT"
type="I10" />
<leaf name="RM_CLASS_TYPE"
type="I3" />
<leaf name="RM_FABER_STAT_TYPE"
type="I5" />
<leaf name="PREREQUISIT_VALID"
type="I1" />
<leaf name="PRICE"
type="I32" />
<leaf name="RESALE_FLAG"
type="I2" />
<!-- TBotChatResaleFlag -->
<leaf name="WORNED"
type="I1" />
<!-- true if item is worned (show a red cross) -->
<!-- The Inventory Local DB -->
<branch name="INVENTORY" bank="PLR">
<branch name="HAND">
<branch name="" count="2">
<!-- 0 Right 1 Left -->
<leaf name="INDEX_IN_BAG" type="I9" />
<!-- 0 nothing 1-256 index in bag from 0 to 255 -->
</branch>
</branch>
<branch name="BAG">
<branch name="" count="500">
<!-- Common Item Data -->
<leaf name="SHEET" type="I32" />
<leaf name="QUALITY" type="I10" />
<leaf name="QUANTITY" type="I10" />
<leaf name="CREATE_TIME" type="I32" />
<leaf name="SERIAL" type="I32" />
<leaf name="USER_COLOR" type="I3" />
<leaf name="LOCKED" type="I10" />
<leaf name="WEIGHT" type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID" type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION" type="I8" />
<leaf name="ENCHANT" type="I10" />
<leaf name="RM_CLASS_TYPE" type="I3" />
<leaf name="RM_FABER_STAT_TYPE" type="I5" />
<leaf name="PREREQUISIT_VALID" type="I1" />
<leaf name="PRICE" type="I32" />
<leaf name="RESALE_FLAG" type="I2" />
<!-- TBotChatResaleFlag -->
<leaf name="WORNED" type="I1" />
<!-- true if item is worned (show a red cross) -->
</branch>
</branch>
<!-- MAX_INVENTORY_ANIMAL -->
<branch name="PACK_ANIMAL" count="4">
<branch name="" count="500">
<!-- Common Item Data -->
<leaf name="SHEET" type="I32" />
<leaf name="QUALITY" type="I10" />
<leaf name="QUANTITY" type="I10" />
<leaf name="CREATE_TIME" type="I32" />
<leaf name="SERIAL" type="I32" />
<leaf name="USER_COLOR" type="I3" />
<leaf name="LOCKED" type="I10" />
<leaf name="WEIGHT" type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID" type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION" type="I8" />
<leaf name="ENCHANT" type="I10" />
<leaf name="RM_CLASS_TYPE" type="I3" />
<leaf name="RM_FABER_STAT_TYPE" type="I5" />
<leaf name="PREREQUISIT_VALID" type="I1" />
<leaf name="PRICE" type="I32" />
<leaf name="RESALE_FLAG" type="I2" />
<!-- TBotChatResaleFlag -->
</branch>
</branch>
<branch name="EQUIP">
<!-- jewelry + armor -->
<branch name="" count="19">
<leaf name="INDEX_IN_BAG" type="I9" />
<!-- same as hand -->
</branch>
</branch>
<branch name="TEMP">
<!-- used for harvest loot and bag full -->
<leaf name="TYPE" type="I8" />
<!-- Type of temp inv see temp_inventory_mode in game_share -->
<branch name="" count="16">
<!-- client/inventory_manager.h MAX_TEMPINV_ENTRIES and egs/player_inv_temp.h TempInvSize -->
<!-- Common Item Data -->
<leaf name="SHEET" type="I32" />
<leaf name="QUALITY" type="I10" />
<leaf name="QUANTITY" type="I10" />
<leaf name="CREATE_TIME" type="I32" />
<leaf name="SERIAL" type="I32" />
<leaf name="USER_COLOR" type="I3" />
<!-- No LOCKED state -->
<leaf name="WEIGHT" type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID" type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION" type="I8" />
<leaf name="ENCHANT" type="I10" />
<leaf name="RM_CLASS_TYPE" type="I3" />
<leaf name="RM_FABER_STAT_TYPE" type="I5" />
<leaf name="PREREQUISIT_VALID" type="I1" />
</branch>
<leaf name="ENABLE_TAKE" type="I1" />
<!-- Used only in forage -->
</branch>
<branch name="SHARE">
<!-- used to share items between team members (up to 8 players) -->
<leaf name="SESSION" type="I8" />
<!-- session id -->
<branch name="" count="16">
<!-- Common Item Data -->
<leaf name="SHEET" type="I32" />
<leaf name="QUALITY" type="I10" />
<leaf name="QUANTITY" type="I10" />
<leaf name="CREATE_TIME" type="I32" />
<leaf name="SERIAL" type="I32" />
<leaf name="USER_COLOR" type="I3" />
<leaf name="WEIGHT" type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID" type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION" type="I8" />
<leaf name="ENCHANT" type="I10" />
<leaf name="RM_CLASS_TYPE" type="I3" />
<leaf name="RM_FABER_STAT_TYPE" type="I5" />
<leaf name="PREREQUISIT_VALID" type="I1" />
<!-- Additionnal info -->
<leaf name="NB_MEMBER" type="I4" />
<!-- Number of team member who wants this item or phrase -->
<leaf name="WANTED" type="I1" />
<!-- Does the player wants this item or phrase ? -->
<leaf name="CHANCE" type="I7" />
<!-- Chance in percentage the player has to obtain this item -->
</branch>
<branch name="TM_" count="8">
<!-- all the team members -->
<leaf name="NAME" type="TEXT" />
<leaf name="VALID" type="I1" />
<!-- is the team member has validated its own selection ? -->
</branch>
</branch>
<branch name="ROOM">
<leaf name="SESSION" type="I16" />
<leaf name="BULK_MAX" type="I32" />
<leaf name="MONEY" type="I64" />
<branch name="" count="1000">
<!-- Common Item Data -->
<leaf name="SHEET" type="I32" />
<leaf name="QUALITY" type="I10" />
<leaf name="QUANTITY" type="I10" />
<leaf name="CREATE_TIME" type="I32" />
<leaf name="SERIAL" type="I32" />
<leaf name="USER_COLOR" type="I3" />
<leaf name="LOCKED" type="I10" />
<leaf name="WEIGHT" type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID" type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION" type="I8" />
<leaf name="ENCHANT" type="I10" />
<!-- 0=not enchanted, 1=enchanted nbcharge 0, 10=e. nbcharge 9 -->
<leaf name="RM_CLASS_TYPE" type="I3" />
<leaf name="RM_FABER_STAT_TYPE" type="I5" />
<leaf name="PREREQUISIT_VALID" type="I1" />
</branch>
</branch>
<leaf name="MONEY" type="I64" />
</branch>
</branch>
<!-- MAX_INVENTORY_ANIMAL -->
<branch name="PACK_ANIMAL"
count="4">
<branch name=""
count="500">
<!-- Common Item Data -->
<leaf name="SHEET"
type="I32" />
<leaf name="QUALITY"
type="I10" />
<leaf name="QUANTITY"
type="I10" />
<leaf name="CREATE_TIME"
type="I32" />
<leaf name="SERIAL"
type="I32" />
<leaf name="USER_COLOR"
type="I3" />
<leaf name="LOCKED"
type="I10" />
<leaf name="WEIGHT"
type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID"
type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION"
type="I8" />
<leaf name="ENCHANT"
type="I10" />
<leaf name="RM_CLASS_TYPE"
type="I3" />
<leaf name="RM_FABER_STAT_TYPE"
type="I5" />
<leaf name="PREREQUISIT_VALID"
type="I1" />
<leaf name="PRICE"
type="I32" />
<leaf name="RESALE_FLAG"
type="I2" />
<!-- TBotChatResaleFlag -->
<!-- gift from animator (dm) to player -->
<branch name="DM_GIFT" bank="PLR">
<leaf name="TEXT" type="I32" />
<!-- caption of the gift window -->
</branch>
</branch>
<branch name="EQUIP">
<!-- jewelry + armor -->
<branch name=""
count="19">
<leaf name="INDEX_IN_BAG"
type="I9" />
<!-- same as hand -->
<!-- player trade & gift to bot -->
<branch name="EXCHANGE">
<leaf name="TEXT" type="I32" />
<leaf name="ID" type="I8" />
<leaf name="BEGUN" type="I1" />
<leaf name="ACCEPTED" type="I1" />
<leaf name="MONEY" type="I64" />
<branch name="GIVE">
<branch name="" count="8">
<!-- Common Item Data -->
<leaf name="SHEET" type="I32" />
<leaf name="QUALITY" type="I10" />
<leaf name="QUANTITY" type="I10" />
<leaf name="CREATE_TIME" type="I32" />
<leaf name="SERIAL" type="I32" />
<leaf name="USER_COLOR" type="I3" />
<!-- <leaf name="LOCKED" type="I10"/> No longer needed -->
<leaf name="WEIGHT" type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID" type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION" type="I8" />
<leaf name="ENCHANT" type="I10" />
<leaf name="RM_CLASS_TYPE" type="I3" />
<leaf name="RM_FABER_STAT_TYPE" type="I5" />
<leaf name="PREREQUISIT_VALID" type="I1" />
</branch>
</branch>
<branch name="RECEIVE">
<branch name="" count="8">
<!-- Common Item Data -->
<leaf name="SHEET" type="I32" />
<leaf name="QUALITY" type="I10" />
<leaf name="QUANTITY" type="I10" />
<leaf name="CREATE_TIME" type="I32" />
<leaf name="SERIAL" type="I32" />
<leaf name="USER_COLOR" type="I3" />
<!-- <leaf name="LOCKED" type="I10"/> No longer needed -->
<leaf name="WEIGHT" type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID" type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION" type="I8" />
<leaf name="ENCHANT" type="I10" />
<leaf name="RM_CLASS_TYPE" type="I3" />
<leaf name="RM_FABER_STAT_TYPE" type="I5" />
<leaf name="PREREQUISIT_VALID" type="I1" />
</branch>
</branch>
</branch>
</branch>
<branch name="TEMP">
<!-- used for harvest loot and bag full -->
<leaf name="TYPE"
type="I8" />
<!-- Type of temp inv see temp_inventory_mode in game_share -->
<branch name=""
count="16">
<!-- client/inventory_manager.h MAX_TEMPINV_ENTRIES and egs/player_inv_temp.h TempInvSize -->
<!-- Common Item Data -->
<leaf name="SHEET"
type="I32" />
<leaf name="QUALITY"
type="I10" />
<leaf name="QUANTITY"
type="I10" />
<leaf name="CREATE_TIME"
type="I32" />
<leaf name="SERIAL"
type="I32" />
<leaf name="USER_COLOR"
type="I3" />
<!-- No LOCKED state -->
<leaf name="WEIGHT"
type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID"
type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION"
type="I8" />
<leaf name="ENCHANT"
type="I10" />
<leaf name="RM_CLASS_TYPE"
type="I3" />
<leaf name="RM_FABER_STAT_TYPE"
type="I5" />
<leaf name="PREREQUISIT_VALID"
type="I1" />
<!-- NB this is not a copy of the server db, but the concatenation of all ascensor pages -->
<branch name="ASCENSOR">
<branch name="" count="512">
<leaf name="ICON" type="I64" />
<leaf name="NAME" type="I32" />
</branch>
</branch>
<leaf name="ENABLE_TAKE"
type="I1" />
<!-- Used only in forage -->
</branch>
<branch name="SHARE">
<!-- used to share items between team members (up to 8 players) -->
<leaf name="SESSION"
type="I8" />
<!-- session id -->
<branch name=""
count="16">
<!-- Common Item Data -->
<leaf name="SHEET"
type="I32" />
<leaf name="QUALITY"
type="I10" />
<leaf name="QUANTITY"
type="I10" />
<leaf name="CREATE_TIME"
type="I32" />
<leaf name="SERIAL"
type="I32" />
<leaf name="USER_COLOR"
type="I3" />
<leaf name="WEIGHT"
type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID"
type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION"
type="I8" />
<leaf name="ENCHANT"
type="I10" />
<leaf name="RM_CLASS_TYPE"
type="I3" />
<leaf name="RM_FABER_STAT_TYPE"
type="I5" />
<leaf name="PREREQUISIT_VALID"
type="I1" />
<!-- Additionnal info -->
<leaf name="NB_MEMBER"
type="I4" />
<!-- Number of team member who wants this item or phrase -->
<leaf name="WANTED"
type="I1" />
<!-- Does the player wants this item or phrase ? -->
<leaf name="CHANCE"
type="I7" />
<!-- Chance in percentage the player has to obtain this item -->
<!-- NB this is not a copy of the server db, but the concatenation of all items pages -->
<branch name="TRADING">
<branch name="" count="1024">
<!-- Common Item Data -->
<leaf name="SHEET" type="I32" />
<leaf name="QUALITY" type="I10" />
<leaf name="QUANTITY" type="I10" />
<leaf name="CREATE_TIME" type="I32" />
<leaf name="SERIAL" type="I32" />
<!-- No LOCKED state -->
<leaf name="USER_COLOR" type="I3" />
<leaf name="WEIGHT" type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID" type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION" type="I8" />
<leaf name="ENCHANT" type="I10" />
<leaf name="RM_CLASS_TYPE" type="I3" />
<leaf name="RM_FABER_STAT_TYPE" type="I5" />
<leaf name="PREREQUISIT_VALID" type="I1" />
<!-- Special Trade -->
<leaf name="PRICE" type="I32" />
<leaf name="PRICE_RETIRE" type="I32" />
<leaf name="RESALE_TIME_LEFT" type="I16" />
<leaf name="VENDOR_NAMEID" type="I32" />
<!-- name id of player vendor -->
<leaf name="FACTION_TYPE" type="I4" />
<!-- game_share/pvp_clan.h -->
<leaf name="FACTION_POINT_PRICE" type="I32" />
<!-- 0 for standard behaviour -->
<!-- 1 if the sheet id is the one of an item, and if we got a plan for that item in the slot -->
<!-- 2 if the slot is for a skill. In this case the sheet ID must be interpreted as an enum for that skill -->
<!-- These values are defined as an enum in game_share/trade_slot_type.h -->
<leaf name="SLOT_TYPE" type="I2" />
<!-- see TBotChatSellerType -->
<leaf name="SELLER_TYPE" type="I2" />
</branch>
</branch>
<branch name="TM_"
count="8">
<!-- all the team members -->
<leaf name="NAME"
type="TEXT" />
<leaf name="VALID"
type="I1" />
<!-- is the team member has validated its own selection ? -->
</branch>
</branch>
<branch name="ROOM">
<leaf name="SESSION"
type="I16" />
<leaf name="BULK_MAX"
type="I32" />
<leaf name="MONEY"
type="I64" />
<branch name=""
count="1000">
<!-- Common Item Data -->
<leaf name="SHEET"
type="I32" />
<leaf name="QUALITY"
type="I10" />
<leaf name="QUANTITY"
type="I10" />
<leaf name="CREATE_TIME"
type="I32" />
<leaf name="SERIAL"
type="I32" />
<leaf name="USER_COLOR"
type="I3" />
<leaf name="LOCKED"
type="I10" />
<leaf name="WEIGHT"
type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID"
type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION"
type="I8" />
<leaf name="ENCHANT"
type="I10" />
<!-- 0=not enchanted, 1=enchanted nbcharge 0, 10=e. nbcharge 9 -->
<leaf name="RM_CLASS_TYPE"
type="I3" />
<leaf name="RM_FABER_STAT_TYPE"
type="I5" />
<leaf name="PREREQUISIT_VALID"
type="I1" />
</branch>
</branch>
<leaf name="MONEY"
type="I64" />
</branch>
<!-- gift from animator (dm) to player -->
<branch name="DM_GIFT"
bank="PLR">
<leaf name="TEXT"
type="I32" />
<!-- caption of the gift window -->
</branch>
<!-- player trade & gift to bot -->
<branch name="EXCHANGE">
<leaf name="TEXT"
type="I32" />
<leaf name="ID"
type="I8" />
<leaf name="BEGUN"
type="I1" />
<leaf name="ACCEPTED"
type="I1" />
<leaf name="MONEY"
type="I64" />
<branch name="GIVE">
<branch name=""
count="8">
<!-- Common Item Data -->
<leaf name="SHEET"
type="I32" />
<leaf name="QUALITY"
type="I10" />
<leaf name="QUANTITY"
type="I10" />
<leaf name="CREATE_TIME"
type="I32" />
<leaf name="SERIAL"
type="I32" />
<leaf name="USER_COLOR"
type="I3" />
<!-- <leaf name="LOCKED" type="I10"/> No longer needed -->
<leaf name="WEIGHT"
type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID"
type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION"
type="I8" />
<leaf name="ENCHANT"
type="I10" />
<leaf name="RM_CLASS_TYPE"
type="I3" />
<leaf name="RM_FABER_STAT_TYPE"
type="I5" />
<leaf name="PREREQUISIT_VALID"
type="I1" />
</branch>
</branch>
<branch name="RECEIVE">
<branch name=""
count="8">
<!-- Common Item Data -->
<leaf name="SHEET"
type="I32" />
<leaf name="QUALITY"
type="I10" />
<leaf name="QUANTITY"
type="I10" />
<leaf name="CREATE_TIME"
type="I32" />
<leaf name="SERIAL"
type="I32" />
<leaf name="USER_COLOR"
type="I3" />
<!-- <leaf name="LOCKED" type="I10"/> No longer needed -->
<leaf name="WEIGHT"
type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID"
type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION"
type="I8" />
<leaf name="ENCHANT"
type="I10" />
<leaf name="RM_CLASS_TYPE"
type="I3" />
<leaf name="RM_FABER_STAT_TYPE"
type="I5" />
<leaf name="PREREQUISIT_VALID"
type="I1" />
</branch>
</branch>
</branch>
<!-- NB this is not a copy of the server db, but the concatenation of all ascensor pages -->
<branch name="ASCENSOR">
<branch name=""
count="512">
<leaf name="ICON"
type="I64" />
<leaf name="NAME"
type="I32" />
</branch>
</branch>
<!-- NB this is not a copy of the server db, but the concatenation of all items pages -->
<branch name="TRADING">
<branch name=""
count="1024">
<!-- Common Item Data -->
<leaf name="SHEET"
type="I32" />
<leaf name="QUALITY"
type="I10" />
<leaf name="QUANTITY"
type="I10" />
<leaf name="CREATE_TIME"
type="I32" />
<leaf name="SERIAL"
type="I32" />
<!-- No LOCKED state -->
<leaf name="USER_COLOR"
type="I3" />
<leaf name="WEIGHT"
type="I16" />
<!-- weight. see DB_WEIGHT_SCALE-->
<leaf name="NAMEID"
type="I32" />
<!-- 0 or special name of item -->
<leaf name="INFO_VERSION"
type="I8" />
<leaf name="ENCHANT"
type="I10" />
<leaf name="RM_CLASS_TYPE"
type="I3" />
<leaf name="RM_FABER_STAT_TYPE"
type="I5" />
<leaf name="PREREQUISIT_VALID"
type="I1" />
<!-- Special Trade -->
<leaf name="PRICE"
type="I32" />
<leaf name="PRICE_RETIRE"
type="I32" />
<leaf name="RESALE_TIME_LEFT"
type="I16" />
<leaf name="VENDOR_NAMEID"
type="I32" />
<!-- name id of player vendor -->
<leaf name="FACTION_TYPE"
type="I4" />
<!-- game_share/pvp_clan.h -->
<leaf name="FACTION_POINT_PRICE"
type="I32" />
<!-- 0 for standard behaviour -->
<!-- 1 if the sheet id is the one of an item, and if we got a plan for that item in the slot -->
<!-- 2 if the slot is for a skill. In this case the sheet ID must be interpreted as an enum for that skill -->
<!-- These values are defined as an enum in game_share/trade_slot_type.h -->
<leaf name="SLOT_TYPE"
type="I2" />
<!-- see TBotChatSellerType -->
<leaf name="SELLER_TYPE"
type="I2" />
</branch>
</branch>
<!-- NB this is not a copy of the server db, but the concatenation of all items pages -->
<!--
<!-- NB this is not a copy of the server db, but the concatenation of all items pages -->
<!--
<branch name="ITEMS_FOR_MISSIONS">
<branch name="" count="512">
-->
<!--<leaf name="SHEET" type="I32"/>
<leaf name="QUALITY" type="I16"/>
<leaf name="WEIGHT" type="I16"/>
<leaf name="NAMEID" type="I32"/>
<leaf name="INFO_VERSION" type="I8"/>
<!--<leaf name="SHEET" type="I32"/>
<leaf name="QUALITY" type="I16"/>
<leaf name="WEIGHT" type="I16"/>
<leaf name="NAMEID" type="I32"/>
<leaf name="INFO_VERSION" type="I8"/>
-->
<!-- the same than for TRADING:x:SLOT_type -->
<!--
<leaf name="SLOT_TYPE" type="I2"/>
<leaf name="LOGIC_TEXT_ID" type="I32"/>
<leaf name="DESC_TEXT_ID" type="I32"/>
<!-- the same than for TRADING:x:SLOT_type -->
<!--
<leaf name="SLOT_TYPE" type="I2"/>
<leaf name="LOGIC_TEXT_ID" type="I32"/>
<leaf name="DESC_TEXT_ID" type="I32"/>
</branch>
</branch>-->
<!-- NB this is not a copy of the server db, but the concatenation of all mission -->
<branch name="CHOOSE_MISSIONS">
<branch name=""
count="512">
<leaf name="ICON"
type="I32" />
<leaf name="TEXT"
type="I32" />
<leaf name="DETAIL_TEXT"
type="I32" />
<leaf name="PREREQ_STATE"
type="I8" />
</branch>
</branch>
<branch name="CHARACTER_INFO"
bank="PLR">
<branch name="CAREER"
count="16">
<branch name="JOB"
count="8">
<leaf name="JOB_CAP"
type="I12" />
<!-- (0,no) (10-250,valid more later) -->
<leaf name="STATUS"
type="I1" />
<!-- Bit 1 is the Frozen State. 1 for frozen -->
<leaf name="BEGIN_FREEZE_TIME"
type="I32" />
<!-- Valide if STATUS (Frozen State) is 1 (frozen), in SERVER TICKS TIME, can unfreeze if gamecycle > FREEZE_TIME -->
<leaf name="END_FREEZE_TIME"
type="I32" />
<!-- Valide if STATUS (Frozen State) is 1 (frozen), in SERVER TICKS TIME, can unfreeze if gamecycle > FREEZE_TIME -->
</branch>
</branch>
</branch>
<!-- context menu -->
<branch name="TARGET"
bank="PLR">
<branch name="CONTEXT_MENU"
bank="PLR"
atom="1">
<leaf name="PROGRAMMES"
type="I32" />
<!-- options for missions in the context menu -->
<branch name="MISSIONS_OPTIONS"
bank="PLR">
<branch name=""
count="8"
atom="1">
<leaf name="TITLE"
type="I32" />
<!-- a text ID of 0 means there's no action. Text ID are reseted when a new character is targeted -->
<leaf name="PLAYER_GIFT_NEEDED"
type="I1" />
<!-- want a player gift ? -->
<leaf name="PRIORITY"
type="I2" />
<!-- priority of the option : the higher it is, the higher the option will be displayed in the menu -->
</branch>
</branch>
<!-- A NPC may offer to view a webpage -->
<leaf name="WEB_PAGE_URL"
type="I32" />
<!-- a text ID of 0 means there's no WebPage -->
<leaf name="WEB_PAGE_TITLE"
type="I32" />
<!-- a text ID of 0 means there's no WebPage -->
<!-- A NPC may offer to view an outpost -->
<leaf name="OUTPOST"
type="I32" />
<!-- outpost this bot give access to (sheet id inside) -->
<!-- Mission rings -->
<branch name="MISSION_RING">
<branch name=""
count="4">
<leaf name="TITLE"
type="I32" />
<!-- a text ID of 0 means there's no action. Text ID are reseted when a new character is targeted -->
<leaf name="ID"
type="I32" />
<!-- the id of the action if selected -->
</branch>
</branch>
</branch>
</branch>
<!-- R2 specific -->
<branch name="R2">
<branch name="PLOT_ITEMS">
<!-- IMPORTANT : update the define in r2ed_scenario.xml if you change this value -->
<branch name=""
count="32"
atom="">
<leaf name="SHEET"
type="I32" />
<!-- NB this is not a copy of the server db, but the concatenation of all mission -->
<branch name="CHOOSE_MISSIONS">
<branch name="" count="512">
<leaf name="ICON" type="I32" />
<leaf name="TEXT" type="I32" />
<leaf name="DETAIL_TEXT" type="I32" />
<leaf name="PREREQ_STATE" type="I8" />
</branch>
</branch>
</branch>
<branch name="AVAILABLE_PLOT_ITEMS">
<!-- IMPORTANT : update the define in r2ed_scenario.xml if you change this value -->
<branch name=""
count="200"
atom="">
<leaf name="SHEET"
type="I32" />
<branch name="CHARACTER_INFO" bank="PLR">
<branch name="CAREER" count="16">
<branch name="JOB" count="8">
<leaf name="JOB_CAP" type="I12" />
<!-- (0,no) (10-250,valid more later) -->
<leaf name="STATUS" type="I1" />
<!-- Bit 1 is the Frozen State. 1 for frozen -->
<leaf name="BEGIN_FREEZE_TIME" type="I32" />
<!-- Valide if STATUS (Frozen State) is 1 (frozen), in SERVER TICKS TIME, can unfreeze if gamecycle > FREEZE_TIME -->
<leaf name="END_FREEZE_TIME" type="I32" />
<!-- Valide if STATUS (Frozen State) is 1 (frozen), in SERVER TICKS TIME, can unfreeze if gamecycle > FREEZE_TIME -->
</branch>
</branch>
</branch>
</branch>
<branch name="REFERENCE_PLOT_ITEMS">
<!-- IMPORTANT : update the define in r2ed_scenario.xml if you change this value -->
<branch name=""
count="200"
atom="">
<leaf name="SHEET"
type="I32" />
<!-- context menu -->
<branch name="TARGET" bank="PLR">
<branch name="CONTEXT_MENU" bank="PLR" atom="1">
<leaf name="PROGRAMMES" type="I32" />
<!-- options for missions in the context menu -->
<branch name="MISSIONS_OPTIONS" bank="PLR">
<branch name="" count="8" atom="1">
<leaf name="TITLE" type="I32" />
<!-- a text ID of 0 means there's no action. Text ID are reseted when a new character is targeted -->
<leaf name="PLAYER_GIFT_NEEDED" type="I1" />
<!-- want a player gift ? -->
<leaf name="PRIORITY" type="I2" />
<!-- priority of the option : the higher it is, the higher the option will be displayed in the menu -->
</branch>
</branch>
<!-- A NPC may offer to view a webpage -->
<leaf name="WEB_PAGE_URL" type="I32" />
<!-- a text ID of 0 means there's no WebPage -->
<leaf name="WEB_PAGE_TITLE" type="I32" />
<!-- a text ID of 0 means there's no WebPage -->
<!-- A NPC may offer to view an outpost -->
<leaf name="OUTPOST" type="I32" />
<!-- outpost this bot give access to (sheet id inside) -->
<!-- Mission rings -->
<branch name="MISSION_RING">
<branch name="" count="4">
<leaf name="TITLE" type="I32" />
<!-- a text ID of 0 means there's no action. Text ID are reseted when a new character is targeted -->
<leaf name="ID" type="I32" />
<!-- the id of the action if selected -->
</branch>
</branch>
</branch>
</branch>
</branch>
<branch name="CURR_PLOT_ITEM">
<leaf name="SHEET"
type="I32" />
</branch>
<!-- DM GIFT -->
<branch name="DM_GIFT">
<branch name=""
count="8"
atom="">
<leaf name="SHEET"
type="I32" />
<leaf name="QUANTITY"
type="I32" />
<!-- R2 specific -->
<branch name="R2">
<branch name="PLOT_ITEMS">
<!-- IMPORTANT : update the define in r2ed_scenario.xml if you change this value -->
<branch name="" count="32" atom="">
<leaf name="SHEET" type="I32" />
</branch>
</branch>
<branch name="AVAILABLE_PLOT_ITEMS">
<!-- IMPORTANT : update the define in r2ed_scenario.xml if you change this value -->
<branch name="" count="200" atom="">
<leaf name="SHEET" type="I32" />
</branch>
</branch>
<branch name="REFERENCE_PLOT_ITEMS">
<!-- IMPORTANT : update the define in r2ed_scenario.xml if you change this value -->
<branch name="" count="200" atom="">
<leaf name="SHEET" type="I32" />
</branch>
</branch>
<branch name="CURR_PLOT_ITEM">
<leaf name="SHEET" type="I32" />
</branch>
<!-- DM GIFT -->
<branch name="DM_GIFT">
<branch name="" count="8" atom="">
<leaf name="SHEET" type="I32" />
<leaf name="QUANTITY" type="I32" />
</branch>
</branch>
</branch>
</branch>
</branch>
</database_description>

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