Xml Editing

v1.1

This section contains documentation about how to hack the XML code for modding Elemental. The information will be grouped by category and sorted by XML object types. For each object type, there will be a new page where we will explain how this XML class works. If you want to add information, please use the template supplied at the end of this page. Simply copy paste the code into a new page.

Things to know about XML Editing

  • The files located in the "mods" folder of the user will be added to the core files of the game. For example, if you add new items, they will be added to the item list of the original game. This means that you cannot replace the original game's object this way, and if your objects have the same name than the game's object, you might end up with some bugs. So if you want to replace game objects, you must hack directly the game's file.
  • If you change the content of any file located under "data/english", the game will automatically recompile all the XML files to create the binary blob. XML recompilation takes 3 minute on my computer. If you want to accelerate the process, you need to reduce the amount of XML to compile. So if you are making a new game, eliminate any file that becomes useless or obsolete by your modifications. It seems that deleting many small files has more impact on the compilation speed than deleting fewer large files. The files in the "mods" directory of the user are recompiled at each start-up.

General

add objects here

Maps, Cloth Map and Terrain

XML <ElementalMap> v1.1
XML <EnvironmentType> v1.1
XML <ForestType> v1.1
XML <MapType> v1.1
XML <TerrainType> v1.1
XML <TreeType> v1.1

Resources and special resources

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Cities and buildings

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Wilderness, Goodie hut and quests

add objects here

Tactical combat, units and Creatures

add objects here

Equipment and Items

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Artificial Intelligence

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Technology

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Magic and Spells

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Other

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This is the template, do not modify the template to create new page, simply copy paste the code.

XML object template