<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://starsonata.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Longname</id>
		<title>Starsonata Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://starsonata.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Longname"/>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php/Special:Contributions/Longname"/>
		<updated>2026-04-22T16:23:46Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.27.7</generator>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Blueprint_Blueprint&amp;diff=26673</id>
		<title>Blueprint Blueprint</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Blueprint_Blueprint&amp;diff=26673"/>
				<updated>2012-05-01T16:21:56Z</updated>
		
		<summary type="html">&lt;p&gt;Longname: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{printbox&lt;br /&gt;
|pagename = Blueprint Blueprint&lt;br /&gt;
|backgroundcolor = midnightblue&lt;br /&gt;
|Tech = 20&lt;br /&gt;
|Size = 10&lt;br /&gt;
|Weight = 10,000&lt;br /&gt;
|Manhours = 60,000&lt;br /&gt;
|MaxWorkforce = 1&lt;br /&gt;
|Uses = infinite&lt;br /&gt;
|Produced = [[Blueprint]]&lt;br /&gt;
|Initial =&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Blueprint]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|Periodic =&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;700,000,000 credits&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|Source = Random Uber Drop &lt;br /&gt;
|Price = N/A&lt;br /&gt;
|SkillNeeded = none&lt;br /&gt;
|Description = Distinctive Flavor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Individual Blueprints]]&lt;br /&gt;
[[Category:Ship Blueprints]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longname</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Blueprint_Blueprint&amp;diff=26672</id>
		<title>Blueprint Blueprint</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Blueprint_Blueprint&amp;diff=26672"/>
				<updated>2012-05-01T16:21:23Z</updated>
		
		<summary type="html">&lt;p&gt;Longname: New page: {{printbox |pagename = Blueprint Blueprint |backgroundcolor = midnightblue |Tech = 20 |Size = 10 |Weight = 10,000 |Manhours = 60,000 |MaxWorkforce = 1 |Uses = infinite |Produced = [[Bluepr...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{printbox&lt;br /&gt;
|pagename = Blueprint Blueprint&lt;br /&gt;
|backgroundcolor = midnightblue&lt;br /&gt;
|Tech = 20&lt;br /&gt;
|Size = 10&lt;br /&gt;
|Weight = 10,000&lt;br /&gt;
|Manhours = 60,000&lt;br /&gt;
|MaxWorkforce = 1&lt;br /&gt;
|Uses = infinite&lt;br /&gt;
|Produced = [[Blueprint]]&lt;br /&gt;
|Initial =&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;700,000,000 credits&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|Periodic =&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;700,000,000 credits&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|Source = Random Uber Drop &lt;br /&gt;
|Price = N/A&lt;br /&gt;
|SkillNeeded = none&lt;br /&gt;
|Description = Distinctive Flavor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Individual Blueprints]]&lt;br /&gt;
[[Category:Ship Blueprints]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longname</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Example_xml&amp;diff=22755</id>
		<title>Example xml</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Example_xml&amp;diff=22755"/>
				<updated>2011-04-08T21:34:34Z</updated>
		
		<summary type="html">&lt;p&gt;Longname: Spelling!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Example Galaxy:&amp;lt;br&amp;gt;  ==&lt;br /&gt;
&amp;lt;pre&amp;gt;File: data/customgals/foobargalaxy.xml&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;GALAXY&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Name of the galaxy, in this case it's called &amp;quot;Hello Galaxy&amp;quot; --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;NAME&amp;amp;gt;Hello Galaxy&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Self explanatory. --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- ALL ALL_DRONES TEMPORARY_USER_DRONES and a few others which I still have to look up --&amp;amp;gt; &lt;br /&gt;
  &amp;amp;lt;USER_BUILDING permission=&amp;quot;TEMPORARY_USER_DRONES&amp;quot;/&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Not sure what these do --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;ID&amp;amp;gt;1&amp;amp;lt;/ID&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;RPOSX&amp;amp;gt;0&amp;amp;lt;/RPOSX&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;RPOSY&amp;amp;gt;0&amp;amp;lt;/RPOSY&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Color of the stars in the background, AARRGGBB. In this case, they are red --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;STARCOLOR&amp;amp;gt;ffff0000&amp;amp;lt;/STARCOLOR&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Not sure --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;STARDISTANCE&amp;amp;gt;10.000000&amp;amp;lt;/STARDISTANCE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Only AI above that level may enter the galaxy --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;BAD4AI&amp;amp;gt;999&amp;amp;lt;/BAD4AI&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- It is not possible to own the galaxy --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;NODOMINATION&amp;amp;gt;1&amp;amp;lt;/NODOMINATION&amp;amp;gt;&lt;br /&gt;
	&lt;br /&gt;
  &amp;amp;lt;!-- AI team that is present in the galaxy --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- id needs to be unique unless it is supposed to be the same team that's somewhere else as well --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Apart from NAME and FLAGIMAGEINDEX, the tags are usually not important --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;TEAM id=&amp;quot;45&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;Earthforce Alliance&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;BORN&amp;amp;gt;0&amp;amp;lt;/BORN&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;CREDITS&amp;amp;gt;0&amp;amp;lt;/CREDITS&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;TITHE&amp;amp;gt;0.01&amp;amp;lt;/TITHE&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;TRADES&amp;amp;gt;0&amp;amp;lt;/TRADES&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;TITHETOT&amp;amp;gt;0&amp;amp;lt;/TITHETOT&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;AIBASETRADEIN&amp;amp;gt;0&amp;amp;lt;/AIBASETRADEIN&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;AIBASETRADEOUT&amp;amp;gt;0&amp;amp;lt;/AIBASETRADEOUT&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;BOUNTYMUL&amp;amp;gt;0.000000&amp;amp;lt;/BOUNTYMUL&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;BOUNTYCAP&amp;amp;gt;50000&amp;amp;lt;/BOUNTYCAP&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;SWARMFREQ&amp;amp;gt;120&amp;amp;lt;/SWARMFREQ&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;FLAGIMAGEINDEX&amp;amp;gt;2018&amp;amp;lt;/FLAGIMAGEINDEX&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/TEAM&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;!-- A wormhole to somewhere --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;SOB type=&amp;quot;8&amp;quot; typename=&amp;quot;Wormhole&amp;quot; id=&amp;quot;2&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;WORMHOLE&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- The position of the wormhole, in this case it's 1000 pixel to the right, 2000 pixel to the top --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;POS x=&amp;quot;1000&amp;quot; y=&amp;quot;-2000&amp;quot;/&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- How big the wormhole is. --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;SIZE x=&amp;quot;96&amp;quot; y=&amp;quot;96&amp;quot;/&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- How visible the wormhole is. Negative values mean that it's always visible --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISIBILITY&amp;amp;gt;-100.0&amp;amp;lt;/VISIBILITY&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- Not sure --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;BORN&amp;amp;gt;1&amp;amp;lt;/BORN&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- Visages define how something looks. More about them later --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE name=&amp;quot;wormholes/warp0-0-0&amp;quot;/&amp;amp;gt;  &lt;br /&gt;
	&amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;/SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;!-- Color of the particles when you jump --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;JUMPCOLOR&amp;amp;gt;ff6666ff&amp;amp;lt;/JUMPCOLOR&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;!-- Default destination of the wormhole. In this case: nothing. The server will assign it automatically --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;NODESTINATION galid=&amp;quot;0&amp;quot; holeid=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;/WORMHOLE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/SOB&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;!-- A sun --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;SOB type=&amp;quot;3&amp;quot; typename=&amp;quot;Sun&amp;quot; id=&amp;quot;3&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;SOLARBODY&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- A sun called &amp;quot;Sun&amp;quot;, how ironic --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;NAME&amp;amp;gt;Sun&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- The angle the object starts at --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;ANGLE&amp;amp;gt;1.311032&amp;amp;lt;/ANGLE&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- The speed (and direction) with which the object rotates, in radians/milliseconds --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;ROTATION&amp;amp;gt;0.000243&amp;amp;lt;/ROTATION&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- 0/0 is the middle of the galaxy --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;POS x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;SIZE x=&amp;quot;256&amp;quot; y=&amp;quot;256&amp;quot;/&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISIBILITY&amp;amp;gt;-100.000000&amp;amp;lt;/VISIBILITY&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;BORN&amp;amp;gt;1&amp;amp;lt;/BORN&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- How much and how far the sun affects visibility --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;ILLUME quant=&amp;quot;1.0000&amp;quot; dist=&amp;quot;1000.0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- How the sun looks. In this case, the sun uses the image Sun/Sun8.png --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE typeid=&amp;quot;1&amp;quot;&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;FACEPLATE&amp;amp;gt;8&amp;amp;lt;/FACEPLATE&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- If the object has an aura, it's defined here --&amp;amp;gt; &lt;br /&gt;
        &amp;amp;lt;AURALIST&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;!-- 50% resistance aura to surgical damage with a range of 155. More about auras later --&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;AURAEMANATION Magnitude=&amp;quot;-0.50&amp;quot; Percent=&amp;quot;true&amp;quot; NoTweak=&amp;quot;true&amp;quot; Range=&amp;quot;155.0&amp;quot; PulseFrequency=&amp;quot;500&amp;quot; TimeBestowed=&amp;quot;1000&amp;quot;&lt;br /&gt;
                         Expires=&amp;quot;false&amp;quot; Friend=&amp;quot;false&amp;quot; Foe=&amp;quot;false&amp;quot; Everyone=&amp;quot;true&amp;quot; AffectCapShip=&amp;quot;true&amp;quot;&amp;amp;gt;COP_SURGERY&amp;amp;lt;/AURAEMANATION&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;/AURALIST&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;/SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;DAMAGENUM&amp;amp;gt;10&amp;amp;lt;/DAMAGENUM&amp;amp;gt; &amp;amp;lt;!-- sun damage done --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;DAMAGEINTERVAL&amp;amp;gt;10000&amp;amp;lt;/DAMAGEINTERVAL&amp;amp;gt; &amp;amp;lt;!-- in milliseconds --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;CHARGEMULTIPLIER&amp;amp;gt;1.0&amp;amp;lt;/CHARGEMULTIPLIER&amp;amp;gt; &amp;amp;lt;!-- for solar panels --&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;/SOLARBODY&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/SOB&amp;amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
== Example Visage:&amp;lt;br&amp;gt;  ==&lt;br /&gt;
&lt;br /&gt;
Visages are the most fun part, they define how something looks, including animations and particles.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Basic wormhole:&amp;lt;br&amp;gt;  ====&lt;br /&gt;
&amp;lt;pre&amp;gt;file: data\visages\wormholes\warp0-0-0.xml&lt;br /&gt;
&lt;br /&gt;
typeid 1 = Indexed Visage - used for most non-ship visages. An indexed visage will take the visage number you give it,&lt;br /&gt;
and look for the image on the client side at the location img\sobtype\sobtype#.png - for example an asteroid with indexedvisage(2)&lt;br /&gt;
will look for the image in img\asteroid\asteroid2.png&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;VISAGE typeid=&amp;quot;1&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- The following tag defines the appearence of the object during 0 and 7500 milliseconds, then resets at 15000 milliseconds. --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- In that time period, the image is scaled (80% to 100%) and changes color from white (or no color change) to a transparent, light blue --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;7500&amp;quot; startSize=&amp;quot;0.80&amp;quot; endSize=&amp;quot;1.0&amp;quot; rotation=&amp;quot;0.0&amp;quot; loop=&amp;quot;15000&amp;quot; startColor=&amp;quot;ffffffff&amp;quot; &lt;br /&gt;
             endColor=&amp;quot;bbbbbbff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot; angle=&amp;quot;0.0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
 &amp;amp;lt;!-- in the time between 7500 and 15000 milliseconds, the image shrinks (100% to 80%) and changes its color from a transparent, light blue to white again --&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;ANIMATRIX startTime=&amp;quot;7500&amp;quot; duration=&amp;quot;7500&amp;quot; startSize=&amp;quot;1.0&amp;quot; endSize=&amp;quot;0.80&amp;quot; rotation=&amp;quot;0.0&amp;quot; loop=&amp;quot;15000&amp;quot; startColor=&amp;quot;bbbbbbff&amp;quot; &lt;br /&gt;
             endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot; angle=&amp;quot;0.0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;FACEPLATE&amp;amp;gt;0&amp;amp;lt;/FACEPLATE&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
==== Complex wormhole (Red Photon Research Entry Way to Red Photon Research Complex):&amp;lt;br&amp;gt;  ====&lt;br /&gt;
&amp;lt;pre&amp;gt;typeid 6 = Composite Visage - This is a combined visage, this means you add multiple visages into the same visage and they will&lt;br /&gt;
 all get drawn.&lt;br /&gt;
&lt;br /&gt;
typeid 7 = Named Visage - You can pass a specific path location to this type of visage. For example if for some reason you wanted&lt;br /&gt;
a base to use a sun graphic, you could give it a named visage with the tag &amp;amp;lt;NAME&amp;amp;gt;Sun/Sun2.png&amp;amp;lt;/NAME&amp;amp;gt; and it would use that&lt;br /&gt;
graphic instead. You can also put a &amp;amp;lt;MOD&amp;amp;gt; tag on this type of visage for the same effect as a mod visage.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;0&amp;quot; startSize=&amp;quot;1.5&amp;quot; endSize=&amp;quot;1.5&amp;quot; rotation=&amp;quot;-0.001417&amp;quot; loop=&amp;quot;0&amp;quot; startColor=&amp;quot;ffffffff&amp;quot;&lt;br /&gt;
               endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;fx/nebula2&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt; &lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;0&amp;quot; startSize=&amp;quot;1.2&amp;quot; endSize=&amp;quot;1.2&amp;quot; rotation=&amp;quot;0.001417&amp;quot; loop=&amp;quot;0&amp;quot; startColor=&amp;quot;ffffffff&amp;quot;&lt;br /&gt;
               endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;fx/nebula2&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;Wormhole/gray1&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ff0099ff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;50&amp;quot; startSize=&amp;quot;1.000000&amp;quot; endSize=&amp;quot;1.100000&amp;quot; rotation=&amp;quot;0.000000&amp;quot; loop=&amp;quot;5800&amp;quot; &lt;br /&gt;
               startColor=&amp;quot;ffffffff&amp;quot; endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;!-- the color &amp;quot;1&amp;quot; is no change, the color &amp;quot;2&amp;quot; is invisible --&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;50&amp;quot; duration=&amp;quot;5750&amp;quot; startSize=&amp;quot;1.100000&amp;quot; endSize=&amp;quot;1.000000&amp;quot; rotation=&amp;quot;0.001110&amp;quot; loop=&amp;quot;5800&amp;quot;&lt;br /&gt;
               startColor=&amp;quot;1&amp;quot; endColor=&amp;quot;2&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;fx/lightning1&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: none;&amp;quot; id=&amp;quot;1302297480472E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longname</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Example_xml&amp;diff=22754</id>
		<title>Example xml</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Example_xml&amp;diff=22754"/>
				<updated>2011-04-08T21:30:03Z</updated>
		
		<summary type="html">&lt;p&gt;Longname: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Example Galaxy:&amp;lt;br&amp;gt;  ==&lt;br /&gt;
&amp;lt;pre&amp;gt;File: data/customgals/foobargalaxy.xml&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;GALAXY&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Name of the galaxy, in this case it's called &amp;quot;Hello Galaxy&amp;quot; --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;NAME&amp;amp;gt;Hello Galaxy&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Self explanatory. --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- ALL ALL_DRONES TEMPORARY_USER_DRONES and a few others which I still have to look up --&amp;amp;gt; &lt;br /&gt;
  &amp;amp;lt;USER_BUILDING permission=&amp;quot;TEMPORARY_USER_DRONES&amp;quot;/&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Not sure what these do --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;ID&amp;amp;gt;1&amp;amp;lt;/ID&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;RPOSX&amp;amp;gt;0&amp;amp;lt;/RPOSX&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;RPOSY&amp;amp;gt;0&amp;amp;lt;/RPOSY&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Color of the stars in the background, AARRGGBB. In this case, they are red --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;STARCOLOR&amp;amp;gt;ffff0000&amp;amp;lt;/STARCOLOR&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Not sure --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;STARDISTANCE&amp;amp;gt;10.000000&amp;amp;lt;/STARDISTANCE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Only AI above that level may enter the galaxy --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;BAD4AI&amp;amp;gt;999&amp;amp;lt;/BAD4AI&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- It is not possible to own the galaxy --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;NODOMINATION&amp;amp;gt;1&amp;amp;lt;/NODOMINATION&amp;amp;gt;&lt;br /&gt;
	&lt;br /&gt;
  &amp;amp;lt;!-- AI team that is present in the galaxy --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- id needs to be unique unless it is supposed to be the same team that's somewhere else as well --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Apart from NAME and FLAGIMAGEINDEX, the tags are usually not important --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;TEAM id=&amp;quot;45&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;Earthforce Alliance&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;BORN&amp;amp;gt;0&amp;amp;lt;/BORN&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;CREDITS&amp;amp;gt;0&amp;amp;lt;/CREDITS&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;TITHE&amp;amp;gt;0.01&amp;amp;lt;/TITHE&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;TRADES&amp;amp;gt;0&amp;amp;lt;/TRADES&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;TITHETOT&amp;amp;gt;0&amp;amp;lt;/TITHETOT&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;AIBASETRADEIN&amp;amp;gt;0&amp;amp;lt;/AIBASETRADEIN&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;AIBASETRADEOUT&amp;amp;gt;0&amp;amp;lt;/AIBASETRADEOUT&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;BOUNTYMUL&amp;amp;gt;0.000000&amp;amp;lt;/BOUNTYMUL&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;BOUNTYCAP&amp;amp;gt;50000&amp;amp;lt;/BOUNTYCAP&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;SWARMFREQ&amp;amp;gt;120&amp;amp;lt;/SWARMFREQ&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;FLAGIMAGEINDEX&amp;amp;gt;2018&amp;amp;lt;/FLAGIMAGEINDEX&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/TEAM&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;!-- A wormhole to somewhere --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;SOB type=&amp;quot;8&amp;quot; typename=&amp;quot;Wormhole&amp;quot; id=&amp;quot;2&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;WORMHOLE&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- The position of the wormhole, in this case it's 1000 pixel to the right, 2000 pixel to the top --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;POS x=&amp;quot;1000&amp;quot; y=&amp;quot;-2000&amp;quot;/&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- How big the wormhole is. --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;SIZE x=&amp;quot;96&amp;quot; y=&amp;quot;96&amp;quot;/&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- How visible the wormhole is. Negative values mean that it's always visible --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISIBILITY&amp;amp;gt;-100.0&amp;amp;lt;/VISIBILITY&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- Not sure --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;BORN&amp;amp;gt;1&amp;amp;lt;/BORN&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- Visages define how something looks. More about them later --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE name=&amp;quot;wormholes/warp0-0-0&amp;quot;/&amp;amp;gt;  &lt;br /&gt;
	&amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;/SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;!-- Color of the particles when you jump --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;JUMPCOLOR&amp;amp;gt;ff6666ff&amp;amp;lt;/JUMPCOLOR&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;!-- Default destination of the wormhole. In this case: nothing. The server will assign it automatically --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;NODESTINATION galid=&amp;quot;0&amp;quot; holeid=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;/WORMHOLE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/SOB&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;!-- A sun --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;SOB type=&amp;quot;3&amp;quot; typename=&amp;quot;Sun&amp;quot; id=&amp;quot;3&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;SOLARBODY&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- A sun called &amp;quot;Sun&amp;quot;, how ironic --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;NAME&amp;amp;gt;Sun&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- The angle the object starts at --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;ANGLE&amp;amp;gt;1.311032&amp;amp;lt;/ANGLE&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- The speed (and direction) with which the object rotates, in radians/milliseconds --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;ROTATION&amp;amp;gt;0.000243&amp;amp;lt;/ROTATION&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- 0/0 is the middle of the galaxy --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;POS x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;SIZE x=&amp;quot;256&amp;quot; y=&amp;quot;256&amp;quot;/&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISIBILITY&amp;amp;gt;-100.000000&amp;amp;lt;/VISIBILITY&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;BORN&amp;amp;gt;1&amp;amp;lt;/BORN&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- How much and how far the sun affects visibility --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;ILLUME quant=&amp;quot;1.0000&amp;quot; dist=&amp;quot;1000.0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- How the sun looks. In this case, the sun uses the image Sun/Sun8.png --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE typeid=&amp;quot;1&amp;quot;&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;FACEPLATE&amp;amp;gt;8&amp;amp;lt;/FACEPLATE&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- If the object has an aura, it's defined here --&amp;amp;gt; &lt;br /&gt;
        &amp;amp;lt;AURALIST&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;!-- 50% resistance aura to surgical damage with a range of 155. More about auras later --&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;AURAEMANATION Magnitude=&amp;quot;-0.50&amp;quot; Percent=&amp;quot;true&amp;quot; NoTweak=&amp;quot;true&amp;quot; Range=&amp;quot;155.0&amp;quot; PulseFrequency=&amp;quot;500&amp;quot; TimeBestowed=&amp;quot;1000&amp;quot;&lt;br /&gt;
                         Expires=&amp;quot;false&amp;quot; Friend=&amp;quot;false&amp;quot; Foe=&amp;quot;false&amp;quot; Everyone=&amp;quot;true&amp;quot; AffectCapShip=&amp;quot;true&amp;quot;&amp;amp;gt;COP_SURGERY&amp;amp;lt;/AURAEMANATION&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;/AURALIST&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;/SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;DAMAGENUM&amp;amp;gt;10&amp;amp;lt;/DAMAGENUM&amp;amp;gt; &amp;amp;lt;!-- sun damage done --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;DAMAGEINTERVAL&amp;amp;gt;10000&amp;amp;lt;/DAMAGEINTERVAL&amp;amp;gt; &amp;amp;lt;!-- in milliseconds --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;CHARGEMULTIPLIER&amp;amp;gt;1.0&amp;amp;lt;/CHARGEMULTIPLIER&amp;amp;gt; &amp;amp;lt;!-- for solar panels --&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;/SOLARBODY&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/SOB&amp;amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
== Example Visage:&amp;lt;br&amp;gt;  ==&lt;br /&gt;
&lt;br /&gt;
Visages are the most fun part, they define how something looks, including animations and particles.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Basic wormhole:&amp;lt;br&amp;gt;  ====&lt;br /&gt;
&amp;lt;pre&amp;gt;file: data\visages\wormholes\warp0-0-0.xml&lt;br /&gt;
&lt;br /&gt;
typeid 1 = Indexed Visage - used for most non-ship visages. An indexed visage will take the visage number you give it,&lt;br /&gt;
and look for the image on the client side at the location img\sobtype\sobtype#.png - for example an asteroid with indexedvisage(2)&lt;br /&gt;
will look for the image in img\asteroid\asteroid2.png&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;VISAGE typeid=&amp;quot;1&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- The following tag defines the appearence of the object during 0 and 7500 milliseconds, then resets at 15000 milliseconds. --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- In that time period, the image is scaled (80% to 100%) and changes color from white (or no color change) to a transparent, light blue --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;7500&amp;quot; startSize=&amp;quot;0.80&amp;quot; endSize=&amp;quot;1.0&amp;quot; rotation=&amp;quot;0.0&amp;quot; loop=&amp;quot;15000&amp;quot; startColor=&amp;quot;ffffffff&amp;quot; &lt;br /&gt;
             endColor=&amp;quot;bbbbbbff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot; angle=&amp;quot;0.0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
 &amp;amp;lt;!-- in the time between 7500 and 15000 milliseconds, the image shrinks (100% to 80%) and changes its color from a transparent, light blue to white again --&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;ANIMATRIX startTime=&amp;quot;7500&amp;quot; duration=&amp;quot;7500&amp;quot; startSize=&amp;quot;1.0&amp;quot; endSize=&amp;quot;0.80&amp;quot; rotation=&amp;quot;0.0&amp;quot; loop=&amp;quot;15000&amp;quot; startColor=&amp;quot;bbbbbbff&amp;quot; &lt;br /&gt;
             endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot; angle=&amp;quot;0.0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;FACEPLATE&amp;amp;gt;0&amp;amp;lt;/FACEPLATE&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
==== Complex Wormhole (Red Photon Research Entry Way to Red Photon Researc Complex):&amp;lt;br&amp;gt;  ====&lt;br /&gt;
&amp;lt;pre&amp;gt;typeid 6 = Composite Visage - This is a combined visage, this means you add multiple visages into the same visage and they will&lt;br /&gt;
 all get drawn.&lt;br /&gt;
&lt;br /&gt;
typeid 7 = Named Visage - You can pass a specific path location to this type of visage. For example if for some reason you wanted&lt;br /&gt;
a base to use a sun graphic, you could give it a named visage with the tag &amp;amp;lt;NAME&amp;amp;gt;Sun/Sun2.png&amp;amp;lt;/NAME&amp;amp;gt; and it would use that&lt;br /&gt;
graphic instead. You can also put a &amp;amp;lt;MOD&amp;amp;gt; tag on this type of visage for the same effect as a mod visage.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;0&amp;quot; startSize=&amp;quot;1.5&amp;quot; endSize=&amp;quot;1.5&amp;quot; rotation=&amp;quot;-0.001417&amp;quot; loop=&amp;quot;0&amp;quot; startColor=&amp;quot;ffffffff&amp;quot;&lt;br /&gt;
               endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;fx/nebula2&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt; &lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;0&amp;quot; startSize=&amp;quot;1.2&amp;quot; endSize=&amp;quot;1.2&amp;quot; rotation=&amp;quot;0.001417&amp;quot; loop=&amp;quot;0&amp;quot; startColor=&amp;quot;ffffffff&amp;quot;&lt;br /&gt;
               endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;fx/nebula2&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;Wormhole/gray1&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ff0099ff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;50&amp;quot; startSize=&amp;quot;1.000000&amp;quot; endSize=&amp;quot;1.100000&amp;quot; rotation=&amp;quot;0.000000&amp;quot; loop=&amp;quot;5800&amp;quot; &lt;br /&gt;
               startColor=&amp;quot;ffffffff&amp;quot; endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;!-- the color &amp;quot;1&amp;quot; is no change, the color &amp;quot;2&amp;quot; is invisible --&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;50&amp;quot; duration=&amp;quot;5750&amp;quot; startSize=&amp;quot;1.100000&amp;quot; endSize=&amp;quot;1.000000&amp;quot; rotation=&amp;quot;0.001110&amp;quot; loop=&amp;quot;5800&amp;quot;&lt;br /&gt;
               startColor=&amp;quot;1&amp;quot; endColor=&amp;quot;2&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;fx/lightning1&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;1302297480472E&amp;quot; style=&amp;quot;display: none;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longname</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Example_xml&amp;diff=22753</id>
		<title>Example xml</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Example_xml&amp;diff=22753"/>
				<updated>2011-04-08T21:25:47Z</updated>
		
		<summary type="html">&lt;p&gt;Longname: New page: == Example Galaxy:&amp;lt;br&amp;gt;  == &amp;lt;pre&amp;gt;File: data/customgals/foobargalaxy.xml  &amp;amp;lt;GALAXY&amp;amp;gt;   &amp;amp;lt;!-- Name of the galaxy, in this case it's called &amp;quot;Hello Galaxy&amp;quot; --&amp;amp;gt;   &amp;amp;lt;NAME&amp;amp;gt;Hello Gala...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Example Galaxy:&amp;lt;br&amp;gt;  ==&lt;br /&gt;
&amp;lt;pre&amp;gt;File: data/customgals/foobargalaxy.xml&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;GALAXY&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Name of the galaxy, in this case it's called &amp;quot;Hello Galaxy&amp;quot; --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;NAME&amp;amp;gt;Hello Galaxy&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Self explanatory. --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- ALL ALL_DRONES TEMPORARY_USER_DRONES and a few others which I still have to look up --&amp;amp;gt; &lt;br /&gt;
  &amp;amp;lt;USER_BUILDING permission=&amp;quot;TEMPORARY_USER_DRONES&amp;quot;/&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Not sure what these do --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;ID&amp;amp;gt;1&amp;amp;lt;/ID&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;RPOSX&amp;amp;gt;0&amp;amp;lt;/RPOSX&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;RPOSY&amp;amp;gt;0&amp;amp;lt;/RPOSY&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Color of the stars in the background, AARRGGBB. In this case, they are red --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;STARCOLOR&amp;amp;gt;ffff0000&amp;amp;lt;/STARCOLOR&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Not sure --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;STARDISTANCE&amp;amp;gt;10.000000&amp;amp;lt;/STARDISTANCE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Only AI above that level may enter the galaxy --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;BAD4AI&amp;amp;gt;999&amp;amp;lt;/BAD4AI&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- It is not possible to own the galaxy --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;NODOMINATION&amp;amp;gt;1&amp;amp;lt;/NODOMINATION&amp;amp;gt;&lt;br /&gt;
	&lt;br /&gt;
  &amp;amp;lt;!-- AI team that is present in the galaxy --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- id needs to be unique unless it is supposed to be the same team that's somewhere else as well --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- Apart from NAME and FLAGIMAGEINDEX, the tags are not important --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;TEAM id=&amp;quot;45&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;Earthforce Alliance&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;BORN&amp;amp;gt;0&amp;amp;lt;/BORN&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;CREDITS&amp;amp;gt;0&amp;amp;lt;/CREDITS&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;TITHE&amp;amp;gt;0.01&amp;amp;lt;/TITHE&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;TRADES&amp;amp;gt;0&amp;amp;lt;/TRADES&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;TITHETOT&amp;amp;gt;0&amp;amp;lt;/TITHETOT&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;AIBASETRADEIN&amp;amp;gt;0&amp;amp;lt;/AIBASETRADEIN&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;AIBASETRADEOUT&amp;amp;gt;0&amp;amp;lt;/AIBASETRADEOUT&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;BOUNTYMUL&amp;amp;gt;0.000000&amp;amp;lt;/BOUNTYMUL&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;BOUNTYCAP&amp;amp;gt;50000&amp;amp;lt;/BOUNTYCAP&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;SWARMFREQ&amp;amp;gt;120&amp;amp;lt;/SWARMFREQ&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;FLAGIMAGEINDEX&amp;amp;gt;2018&amp;amp;lt;/FLAGIMAGEINDEX&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/TEAM&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;!-- A wormhole to somewhere --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;SOB type=&amp;quot;8&amp;quot; typename=&amp;quot;Wormhole&amp;quot; id=&amp;quot;2&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;WORMHOLE&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- The position of the wormhole, in this case it's 1000 pixel to the right, 2000 pixel to the top --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;POS x=&amp;quot;1000&amp;quot; y=&amp;quot;-2000&amp;quot;/&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- How big the wormhole is. --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;SIZE x=&amp;quot;96&amp;quot; y=&amp;quot;96&amp;quot;/&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- How visible the wormhole is. Negative values mean that it's always visible --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISIBILITY&amp;amp;gt;-100.0&amp;amp;lt;/VISIBILITY&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- Not sure --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;BORN&amp;amp;gt;1&amp;amp;lt;/BORN&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- Visages define how something looks. More about them later --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE name=&amp;quot;wormholes/warp0-0-0&amp;quot;/&amp;amp;gt;  &lt;br /&gt;
	&amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;/SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;!-- Color of the particles when you jump --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;JUMPCOLOR&amp;amp;gt;ff6666ff&amp;amp;lt;/JUMPCOLOR&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;!-- Default destination of the wormhole. In this case: nothing. The server will assign it automatically --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;NODESTINATION galid=&amp;quot;0&amp;quot; holeid=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;/WORMHOLE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/SOB&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;!-- A sun --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;SOB type=&amp;quot;3&amp;quot; typename=&amp;quot;Sun&amp;quot; id=&amp;quot;3&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;SOLARBODY&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- A sun called &amp;quot;Sun&amp;quot;, how ironic --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;NAME&amp;amp;gt;Sun&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- The angle the object starts at --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;ANGLE&amp;amp;gt;1.311032&amp;amp;lt;/ANGLE&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;!-- The speed (and direction) with which the object rotates, in radians/milliseconds --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;ROTATION&amp;amp;gt;0.000243&amp;amp;lt;/ROTATION&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- 0/0 is the middle of the galaxy --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;POS x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;SIZE x=&amp;quot;256&amp;quot; y=&amp;quot;256&amp;quot;/&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISIBILITY&amp;amp;gt;-100.000000&amp;amp;lt;/VISIBILITY&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;BORN&amp;amp;gt;1&amp;amp;lt;/BORN&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- How much and how far the sun affects visibility --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;ILLUME quant=&amp;quot;1.0000&amp;quot; dist=&amp;quot;1000.0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- How the sun looks. In this case, the sun uses the image Sun/Sun8.png --&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE typeid=&amp;quot;1&amp;quot;&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;FACEPLATE&amp;amp;gt;8&amp;amp;lt;/FACEPLATE&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;!-- If the object has an aura, it's defined here --&amp;amp;gt; &lt;br /&gt;
        &amp;amp;lt;AURALIST&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;!-- 50% resistance aura to surgical damage with a range of 155. More about auras later --&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;AURAEMANATION Magnitude=&amp;quot;-0.50&amp;quot; Percent=&amp;quot;true&amp;quot; NoTweak=&amp;quot;true&amp;quot; Range=&amp;quot;155.0&amp;quot; PulseFrequency=&amp;quot;500&amp;quot; TimeBestowed=&amp;quot;1000&amp;quot;&lt;br /&gt;
                         Expires=&amp;quot;false&amp;quot; Friend=&amp;quot;false&amp;quot; Foe=&amp;quot;false&amp;quot; Everyone=&amp;quot;true&amp;quot; AffectCapShip=&amp;quot;true&amp;quot;&amp;amp;gt;COP_SURGERY&amp;amp;lt;/AURAEMANATION&amp;amp;gt;&lt;br /&gt;
	&amp;amp;lt;/AURALIST&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;/SPACEOBJECT&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;DAMAGENUM&amp;amp;gt;10&amp;amp;lt;/DAMAGENUM&amp;amp;gt; &amp;amp;lt;!-- sun damage done --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;DAMAGEINTERVAL&amp;amp;gt;10000&amp;amp;lt;/DAMAGEINTERVAL&amp;amp;gt; &amp;amp;lt;!-- in milliseconds --&amp;amp;gt;&lt;br /&gt;
      &amp;amp;lt;CHARGEMULTIPLIER&amp;amp;gt;1.0&amp;amp;lt;/CHARGEMULTIPLIER&amp;amp;gt; &amp;amp;lt;!-- for solar panels --&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;/SOLARBODY&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/SOB&amp;amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
== Example Visage:&amp;lt;br&amp;gt;  ==&lt;br /&gt;
&lt;br /&gt;
Visages are the most fun part, they define how something looks, including animations and particles.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Basic wormhole:&amp;lt;br&amp;gt;  ====&lt;br /&gt;
&amp;lt;pre&amp;gt;file: data\visages\wormholes\warp0-0-0.xml&lt;br /&gt;
&lt;br /&gt;
typeid 1 = Indexed Visage - used for most non-ship visages. An indexed visage will take the visage number you give it,&lt;br /&gt;
and look for the image on the client side at the location img\sobtype\sobtype#.png - for example an asteroid with indexedvisage(2)&lt;br /&gt;
will look for the image in img\asteroid\asteroid2.png&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;VISAGE typeid=&amp;quot;1&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- The following tag defines the appearence of the object during 0 and 7500 milliseconds, then resets at 15000 milliseconds. --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;!-- In that time period, the image is scaled (80% to 100%) and changes color from white (or no color change) to a transparent, light blue --&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;7500&amp;quot; startSize=&amp;quot;0.80&amp;quot; endSize=&amp;quot;1.0&amp;quot; rotation=&amp;quot;0.0&amp;quot; loop=&amp;quot;15000&amp;quot; startColor=&amp;quot;ffffffff&amp;quot; &lt;br /&gt;
             endColor=&amp;quot;bbbbbbff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot; angle=&amp;quot;0.0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
 &amp;amp;lt;!-- in the time between 7500 and 15000 milliseconds, the image shrinks (100% to 80%) and changes its color from a transparent, light blue to white again --&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;ANIMATRIX startTime=&amp;quot;7500&amp;quot; duration=&amp;quot;7500&amp;quot; startSize=&amp;quot;1.0&amp;quot; endSize=&amp;quot;0.80&amp;quot; rotation=&amp;quot;0.0&amp;quot; loop=&amp;quot;15000&amp;quot; startColor=&amp;quot;bbbbbbff&amp;quot; &lt;br /&gt;
             endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot; angle=&amp;quot;0.0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;amp;lt;FACEPLATE&amp;amp;gt;0&amp;amp;lt;/FACEPLATE&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
==== Complex Wormhole (Red Photon Research Entry Way to Red Photon Researc Complex):&amp;lt;br&amp;gt;  ====&lt;br /&gt;
&amp;lt;pre&amp;gt;typeid 6 = Composite Visage - This is a combined visage, this means you add multiple visages into the same visage and they will&lt;br /&gt;
 all get drawn.&lt;br /&gt;
typeid 7 = Named Visage - You can pass a specific path location to this type of visage. For example if for some reason you wanted&lt;br /&gt;
a base to use a sun graphic, you could give it a named visage with the tag &amp;amp;lt;NAME&amp;amp;gt;Sun/Sun2.png&amp;amp;lt;/NAME&amp;amp;gt; and it would use that&lt;br /&gt;
graphic instead. You can also put a &amp;amp;lt;MOD&amp;amp;gt; tag on this type of visage for the same effect as a mod visage.&lt;br /&gt;
&amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;0&amp;quot; startSize=&amp;quot;1.5&amp;quot; endSize=&amp;quot;1.5&amp;quot; rotation=&amp;quot;-0.001417&amp;quot; loop=&amp;quot;0&amp;quot; startColor=&amp;quot;ffffffff&amp;quot;&lt;br /&gt;
               endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;fx/nebula2&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt; &lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;0&amp;quot; startSize=&amp;quot;1.2&amp;quot; endSize=&amp;quot;1.2&amp;quot; rotation=&amp;quot;0.001417&amp;quot; loop=&amp;quot;0&amp;quot; startColor=&amp;quot;ffffffff&amp;quot;&lt;br /&gt;
               endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;fx/nebula2&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;Wormhole/gray1&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ff0099ff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;50&amp;quot; startSize=&amp;quot;1.000000&amp;quot; endSize=&amp;quot;1.100000&amp;quot; rotation=&amp;quot;0.000000&amp;quot; loop=&amp;quot;5800&amp;quot; &lt;br /&gt;
               startColor=&amp;quot;ffffffff&amp;quot; endColor=&amp;quot;ffffffff&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;!-- the color &amp;quot;1&amp;quot; is no change, the color &amp;quot;2&amp;quot; is invisible --&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;ANIMATRIX startTime=&amp;quot;50&amp;quot; duration=&amp;quot;5750&amp;quot; startSize=&amp;quot;1.100000&amp;quot; endSize=&amp;quot;1.000000&amp;quot; rotation=&amp;quot;0.001110&amp;quot; loop=&amp;quot;5800&amp;quot;&lt;br /&gt;
               startColor=&amp;quot;1&amp;quot; endColor=&amp;quot;2&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;NAME&amp;amp;gt;fx/lightning1&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: none;&amp;quot; id=&amp;quot;1302297480472E&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longname</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=CustomGalConversion&amp;diff=13229</id>
		<title>CustomGalConversion</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=CustomGalConversion&amp;diff=13229"/>
				<updated>2009-09-13T10:35:47Z</updated>
		
		<summary type="html">&lt;p&gt;Longname: undid the undo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &amp;amp;nbsp;Custom Galaxy Conversion =&lt;br /&gt;
&lt;br /&gt;
== What to do ==&lt;br /&gt;
&lt;br /&gt;
We need to make all the custom galaxies look and act correctly in client 2. &amp;amp;nbsp;This mainly consists of replacing the visage information of:&lt;br /&gt;
&lt;br /&gt;
#Suns&lt;br /&gt;
#Planets&lt;br /&gt;
#AI Bases&lt;br /&gt;
#Nebulas&lt;br /&gt;
#Wormholes&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;visage&amp;quot; is simply how a thing looks. &amp;amp;nbsp;A thing looks independent of how it acts and anything in the game can technically look any way in client 1. &amp;amp;nbsp;In client2, we move a lot of the appearance of things over to the client rather than the server, so visages get a lot simpler. &amp;amp;nbsp;An example visage from the sun in Sol in client 1 is:&lt;br /&gt;
&amp;lt;pre&amp;gt;        &amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;ANIMATRIX&amp;amp;gt;&lt;br /&gt;
              &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;0&amp;quot; startSize=&amp;quot;1.30&amp;quot; endSize=&amp;quot;1.350&amp;quot; rotation=&amp;quot;0.001064&amp;quot; loop=&amp;quot;0&amp;quot; startColor=&amp;quot;80ffff00&amp;quot; endColor=&amp;quot;80ffff00&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;/ANIMATRIX&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;NAME&amp;amp;gt;Sun/Sun-halo&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;NAME&amp;amp;gt;Sun/Sun18&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that visages can be complex, nested things, and in C1, they often are, since all we are working with are sprites, animators, and particle emitters. &amp;amp;nbsp;For SS2, this will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;        &amp;amp;lt;VISAGE typeid=&amp;quot;1&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;FACEPLATE&amp;amp;gt;9&amp;amp;lt;/FACEPLATE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Much simpler. &amp;amp;nbsp;All this is is a simple type 1 (&amp;quot;indexed&amp;quot;) visage that indexes into a list of pre-created object types based on what sort of object it is. &amp;amp;nbsp;The &amp;quot;FACEPLATE&amp;quot; used to mean the index of a sprite graphic in C1, but for SS2, we are reusing that as our index number. &amp;amp;nbsp;In the above example, 9, is the 9th sun type that I made and you can see it in the custom galaxy &amp;quot;c2demo.xml&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So basically, what we are doing is going through the existing custom galaxies and replacing all the old visages with indexes for the new types found in c2catalog.xml.&lt;br /&gt;
&lt;br /&gt;
== Getting Set Up  ==&lt;br /&gt;
&lt;br /&gt;
I'm going to create a dropbox directory for this project and share it. &amp;amp;nbsp;In it will be a modified server and the data needed to run it and what we need to edit. &lt;br /&gt;
&lt;br /&gt;
Copy the server directory to somewhere else on your computer (best not to run it straight out of the dropbox or else it will keep uploading and downloading everyone's temporary files.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Install cygwin and then run it, changing your directory over to the dropbox. &amp;amp;nbsp;To run the server, type: &lt;br /&gt;
&amp;lt;pre&amp;gt;./spacey -uni=data/customgals/test/c2demo.xml&amp;lt;/pre&amp;gt; &lt;br /&gt;
Then run the SS2 client that will also be in the drop box and set the server location to &amp;quot;localhost&amp;quot; and it will connect to your server. &lt;br /&gt;
&lt;br /&gt;
When you've edited a new galaxy and want to test it, do something like this: &lt;br /&gt;
&amp;lt;pre&amp;gt;./spacey -uni=data/customgals2/sol.xml&amp;lt;/pre&amp;gt; &lt;br /&gt;
All the original custom galaxies are in customgals and all the new modified ones we're making for SS2 will be in customgals2. &lt;br /&gt;
&lt;br /&gt;
There's no way currently to load multiple linked galaxies. &amp;amp;nbsp;We just have to do them one at a time. &amp;amp;nbsp;Leave the ID's and the ordering of wormholes as they currently are and the server will link them correctly when it makes a universe.&lt;br /&gt;
&lt;br /&gt;
== Galaxy List ==&lt;br /&gt;
&lt;br /&gt;
Anatolia.xml&amp;lt;br&amp;gt;Bonnet&amp;lt;br&amp;gt;Colosseum&amp;lt;br&amp;gt;Enigma&amp;lt;br&amp;gt;Hyperion.xml&amp;lt;br&amp;gt;IQBana&amp;lt;br&amp;gt;Improcerus.xml&amp;lt;br&amp;gt;Junkyard.xml&amp;lt;br&amp;gt;Junkyard1.xml&amp;lt;br&amp;gt;Rockysroll.xml&amp;lt;br&amp;gt;TheColosseum.xml&amp;lt;br&amp;gt;ThePlantarium.xml&amp;lt;br&amp;gt;absolution&amp;lt;br&amp;gt;acropolis.xml&amp;lt;br&amp;gt;anaconda&amp;lt;br&amp;gt;barberouge&amp;lt;br&amp;gt;bioempathy.xml&amp;lt;br&amp;gt;biologique.xml&amp;lt;br&amp;gt;bipolar.xml&amp;lt;br&amp;gt;blue&amp;lt;br&amp;gt;bluephoton&amp;lt;br&amp;gt;copper&amp;lt;br&amp;gt;deflector.xml&amp;lt;br&amp;gt;deflectororig.xml&amp;lt;br&amp;gt;dronegalaxy.xml&amp;lt;br&amp;gt;eastvindia.xml&amp;lt;br&amp;gt;empathy.xml&amp;lt;br&amp;gt;fortress.xml&amp;lt;br&amp;gt;freemarket.xml&amp;lt;br&amp;gt;gallowscove.xml&amp;lt;br&amp;gt;gargan.xml&amp;lt;br&amp;gt;graveyard.xml&amp;lt;br&amp;gt;handelscove.xml&amp;lt;br&amp;gt;icematrix.xml&amp;lt;br&amp;gt;infernaltempest&amp;lt;br&amp;gt;jux.xml&amp;lt;br&amp;gt;labyrinth.xml&amp;lt;br&amp;gt;labyrinth2.xml&amp;lt;br&amp;gt;lagrange.xml&amp;lt;br&amp;gt;lavanite.xml&amp;lt;br&amp;gt;lobby.xml&amp;lt;br&amp;gt;lunacy.xml&amp;lt;br&amp;gt;lyceum.xml&amp;lt;br&amp;gt;micron&amp;lt;br&amp;gt;mission&amp;lt;br&amp;gt;nexus - Ingendum&amp;lt;br&amp;gt;nihilite.xml&amp;lt;br&amp;gt;paxius.xml&amp;lt;br&amp;gt;plaguedspace&amp;lt;br&amp;gt;prism.xml&amp;lt;br&amp;gt;reflector.xml&amp;lt;br&amp;gt;ring.xml&amp;lt;br&amp;gt;rockyhorror.xml&amp;lt;br&amp;gt;rockyhorror2.xml&amp;lt;br&amp;gt;rockysrocks.xml&amp;lt;br&amp;gt;rumble.xml&amp;lt;br&amp;gt;rumble2.xml&amp;lt;br&amp;gt;rumble3.xml&amp;lt;br&amp;gt;rumble4.xml&amp;lt;br&amp;gt;scruple.xml&amp;lt;br&amp;gt;serpica.xml&amp;lt;br&amp;gt;shadow.xml&amp;lt;br&amp;gt;slavetweaking&amp;lt;br&amp;gt;sol.xml - Jeff&amp;lt;br&amp;gt;steps.xml&amp;lt;br&amp;gt;steps2.xml&amp;lt;br&amp;gt;test&amp;lt;br&amp;gt;thedark.xml&amp;lt;br&amp;gt;theendoftheuniverse.xml&amp;lt;br&amp;gt;tut&amp;lt;br&amp;gt;uberpirates&amp;lt;br&amp;gt;underworld.xml&amp;lt;br&amp;gt;urqa&amp;lt;br&amp;gt;xyz.xml&amp;lt;br&amp;gt;zebra&lt;br /&gt;
&lt;br /&gt;
(Add your name after a galaxy or group of galaxies to claim it. &amp;amp;nbsp;Make the line italic when it's done.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Client_2_Dev]]&lt;/div&gt;</summary>
		<author><name>Longname</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=CustomGalConversion&amp;diff=13226</id>
		<title>CustomGalConversion</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=CustomGalConversion&amp;diff=13226"/>
				<updated>2009-09-12T21:37:29Z</updated>
		
		<summary type="html">&lt;p&gt;Longname: Undo revision 13225&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &amp;amp;nbsp;Custom Galaxy Conversion =&lt;br /&gt;
&lt;br /&gt;
== What to do ==&lt;br /&gt;
&lt;br /&gt;
We need to make all the custom galaxies look and act correctly in client 2. &amp;amp;nbsp;This mainly consists of replacing the visage information of:&lt;br /&gt;
&lt;br /&gt;
#Suns&lt;br /&gt;
#Planets&lt;br /&gt;
#AI Bases&lt;br /&gt;
#Nebulas&lt;br /&gt;
#Wormholes&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;visage&amp;quot; is simply how a thing looks. &amp;amp;nbsp;A thing looks independent of how it acts and anything in the game can technically look any way in client 1. &amp;amp;nbsp;In client2, we move a lot of the appearance of things over to the client rather than the server, so visages get a lot simpler. &amp;amp;nbsp;An example visage from the sun in Sol in client 1 is:&lt;br /&gt;
&amp;lt;pre&amp;gt;        &amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;ANIMATRIX&amp;amp;gt;&lt;br /&gt;
              &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;0&amp;quot; startSize=&amp;quot;1.30&amp;quot; endSize=&amp;quot;1.350&amp;quot; rotation=&amp;quot;0.001064&amp;quot; loop=&amp;quot;0&amp;quot; startColor=&amp;quot;80ffff00&amp;quot; endColor=&amp;quot;80ffff00&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;/ANIMATRIX&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;NAME&amp;amp;gt;Sun/Sun-halo&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;NAME&amp;amp;gt;Sun/Sun18&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that visages can be complex, nested things, and in C1, they often are, since all we are working with are sprites, animators, and particle emitters. &amp;amp;nbsp;For SS2, this will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;        &amp;amp;lt;VISAGE typeid=&amp;quot;1&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;FACEPLATE&amp;amp;gt;9&amp;amp;lt;/FACEPLATE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Much simpler. &amp;amp;nbsp;All this is is a simple type 1 (&amp;quot;indexed&amp;quot;) visage that indexes into a list of pre-created object types based on what sort of object it is. &amp;amp;nbsp;The &amp;quot;FACEPLATE&amp;quot; used to mean the index of a sprite graphic in C1, but for SS2, we are reusing that as our index number. &amp;amp;nbsp;In the above example, 9, is the 9th sun type that I made and you can see it in the custom galaxy &amp;quot;c2demo.xml&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So basically, what we are doing is going through the existing custom galaxies and replacing all the old visages with indexes for the new types found in c2catalog.xml.&lt;br /&gt;
&lt;br /&gt;
== Getting Set Up  ==&lt;br /&gt;
&lt;br /&gt;
I'm going to create a dropbox directory for this project and share it. &amp;amp;nbsp;In it will be a modified server and the data needed to run it and what we need to edit. &lt;br /&gt;
&lt;br /&gt;
Copy the server directory to somewhere else on your computer (best not to run it straight out of the dropbox or else it will keep uploading and downloading everyone's temporary files.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Install cygwin and then run it, changing your directory over to the dropbox. &amp;amp;nbsp;To run the server, type: &lt;br /&gt;
&amp;lt;pre&amp;gt;./spacey -uni=data/customgals/test/c2demo.xml&amp;lt;/pre&amp;gt; &lt;br /&gt;
Then run the SS2 client that will also be in the drop box and set the server location to &amp;quot;localhost&amp;quot; and it will connect to your server. &lt;br /&gt;
&lt;br /&gt;
When you've edited a new galaxy and want to test it, do something like this: &lt;br /&gt;
&amp;lt;pre&amp;gt;./spacey -uni=data/customgals2/sol.xml&amp;lt;/pre&amp;gt; &lt;br /&gt;
All the original custom galaxies are in customgals and all the new modified ones we're making for SS2 will be in customgals2. &lt;br /&gt;
&lt;br /&gt;
There's no way currently to load multiple linked galaxies. &amp;amp;nbsp;We just have to do them one at a time. &amp;amp;nbsp;Leave the ID's and the ordering of wormholes as they currently are and the server will link them correctly when it makes a universe.&lt;br /&gt;
&lt;br /&gt;
== Galaxy List ==&lt;br /&gt;
&lt;br /&gt;
Anatolia.xml&amp;lt;br&amp;gt;Bonnet&amp;lt;br&amp;gt;Colosseum&amp;lt;br&amp;gt;Enigma&amp;lt;br&amp;gt;Hyperion.xml&amp;lt;br&amp;gt;IQBana&amp;lt;br&amp;gt;Improcerus.xml&amp;lt;br&amp;gt;Junkyard.xml&amp;lt;br&amp;gt;Junkyard1.xml&amp;lt;br&amp;gt;Rockysroll.xml&amp;lt;br&amp;gt;TheColosseum.xml&amp;lt;br&amp;gt;ThePlantarium.xml&amp;lt;br&amp;gt;absolution&amp;lt;br&amp;gt;acropolis.xml&amp;lt;br&amp;gt;anaconda&amp;lt;br&amp;gt;barberouge&amp;lt;br&amp;gt;bioempathy.xml&amp;lt;br&amp;gt;biologique.xml&amp;lt;br&amp;gt;bipolar.xml&amp;lt;br&amp;gt;blue&amp;lt;br&amp;gt;bluephoton&amp;lt;br&amp;gt;copper&amp;lt;br&amp;gt;deflector.xml&amp;lt;br&amp;gt;deflectororig.xml&amp;lt;br&amp;gt;dronegalaxy.xml&amp;lt;br&amp;gt;eastvindia.xml&amp;lt;br&amp;gt;empathy.xml&amp;lt;br&amp;gt;fortress.xml&amp;lt;br&amp;gt;freemarket.xml&amp;lt;br&amp;gt;gallowscove.xml&amp;lt;br&amp;gt;gargan.xml&amp;lt;br&amp;gt;graveyard.xml&amp;lt;br&amp;gt;handelscove.xml&amp;lt;br&amp;gt;icematrix.xml&amp;lt;br&amp;gt;infernaltempest&amp;lt;br&amp;gt;jux.xml&amp;lt;br&amp;gt;labyrinth.xml&amp;lt;br&amp;gt;labyrinth2.xml&amp;lt;br&amp;gt;lagrange.xml&amp;lt;br&amp;gt;lavanite.xml&amp;lt;br&amp;gt;lobby.xml&amp;lt;br&amp;gt;lunacy.xml&amp;lt;br&amp;gt;lyceum.xml&amp;lt;br&amp;gt;micron&amp;lt;br&amp;gt;mission&amp;lt;br&amp;gt;nexus&amp;lt;br&amp;gt;nihilite.xml&amp;lt;br&amp;gt;paxius.xml&amp;lt;br&amp;gt;plaguedspace&amp;lt;br&amp;gt;prism.xml&amp;lt;br&amp;gt;reflector.xml&amp;lt;br&amp;gt;ring.xml&amp;lt;br&amp;gt;rockyhorror.xml&amp;lt;br&amp;gt;rockyhorror2.xml&amp;lt;br&amp;gt;rockysrocks.xml&amp;lt;br&amp;gt;rumble.xml&amp;lt;br&amp;gt;rumble2.xml&amp;lt;br&amp;gt;rumble3.xml&amp;lt;br&amp;gt;rumble4.xml&amp;lt;br&amp;gt;scruple.xml&amp;lt;br&amp;gt;serpica.xml&amp;lt;br&amp;gt;shadow.xml&amp;lt;br&amp;gt;slavetweaking&amp;lt;br&amp;gt;sol.xml - Jeff&amp;lt;br&amp;gt;steps.xml&amp;lt;br&amp;gt;steps2.xml&amp;lt;br&amp;gt;test&amp;lt;br&amp;gt;thedark.xml&amp;lt;br&amp;gt;theendoftheuniverse.xml&amp;lt;br&amp;gt;tut&amp;lt;br&amp;gt;uberpirates&amp;lt;br&amp;gt;underworld.xml&amp;lt;br&amp;gt;urqa&amp;lt;br&amp;gt;xyz.xml&amp;lt;br&amp;gt;zebra&lt;br /&gt;
&lt;br /&gt;
(Add your name after a galaxy or group of galaxies to claim it. &amp;amp;nbsp;Make the line italic when it's done.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Client_2_Dev]]&lt;/div&gt;</summary>
		<author><name>Longname</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=CustomGalConversion&amp;diff=13225</id>
		<title>CustomGalConversion</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=CustomGalConversion&amp;diff=13225"/>
				<updated>2009-09-12T21:06:18Z</updated>
		
		<summary type="html">&lt;p&gt;Longname: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &amp;amp;nbsp;Custom Galaxy Conversion =&lt;br /&gt;
&lt;br /&gt;
== What to do ==&lt;br /&gt;
&lt;br /&gt;
We need to make all the custom galaxies look and act correctly in client 2. &amp;amp;nbsp;This mainly consists of replacing the visage information of:&lt;br /&gt;
&lt;br /&gt;
#Suns&lt;br /&gt;
#Planets&lt;br /&gt;
#AI Bases&lt;br /&gt;
#Nebulas&lt;br /&gt;
#Wormholes&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;visage&amp;quot; is simply how a thing looks. &amp;amp;nbsp;A thing looks independent of how it acts and anything in the game can technically look any way in client 1. &amp;amp;nbsp;In client2, we move a lot of the appearance of things over to the client rather than the server, so visages get a lot simpler. &amp;amp;nbsp;An example visage from the sun in Sol in client 1 is:&lt;br /&gt;
&amp;lt;pre&amp;gt;        &amp;amp;lt;VISAGE typeid=&amp;quot;6&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;ANIMATRIX&amp;amp;gt;&lt;br /&gt;
              &amp;amp;lt;ANIMATRIX startTime=&amp;quot;0&amp;quot; duration=&amp;quot;0&amp;quot; startSize=&amp;quot;1.30&amp;quot; endSize=&amp;quot;1.350&amp;quot; rotation=&amp;quot;0.001064&amp;quot; loop=&amp;quot;0&amp;quot; startColor=&amp;quot;80ffff00&amp;quot; endColor=&amp;quot;80ffff00&amp;quot; offx=&amp;quot;0&amp;quot; offy=&amp;quot;0&amp;quot; endx=&amp;quot;0&amp;quot; endy=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;/ANIMATRIX&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;NAME&amp;amp;gt;Sun/Sun-halo&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;VISAGE typeid=&amp;quot;7&amp;quot;&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;NAME&amp;amp;gt;Sun/Sun18&amp;amp;lt;/NAME&amp;amp;gt;&lt;br /&gt;
            &amp;amp;lt;MOD&amp;amp;gt;ffffffff&amp;amp;lt;/MOD&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that visages can be complex, nested things, and in C1, they often are, since all we are working with are sprites, animators, and particle emitters. &amp;amp;nbsp;For SS2, this will look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;        &amp;amp;lt;VISAGE typeid=&amp;quot;1&amp;quot;&amp;amp;gt;&lt;br /&gt;
          &amp;amp;lt;FACEPLATE&amp;amp;gt;9&amp;amp;lt;/FACEPLATE&amp;amp;gt;&lt;br /&gt;
        &amp;amp;lt;/VISAGE&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Much simpler. &amp;amp;nbsp;All this is is a simple type 1 (&amp;quot;indexed&amp;quot;) visage that indexes into a list of pre-created object types based on what sort of object it is. &amp;amp;nbsp;The &amp;quot;FACEPLATE&amp;quot; used to mean the index of a sprite graphic in C1, but for SS2, we are reusing that as our index number. &amp;amp;nbsp;In the above example, 9, is the 9th sun type that I made and you can see it in the custom galaxy &amp;quot;c2demo.xml&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So basically, what we are doing is going through the existing custom galaxies and replacing all the old visages with indexes for the new types found in c2catalog.xml.&lt;br /&gt;
&lt;br /&gt;
== Getting Set Up  ==&lt;br /&gt;
&lt;br /&gt;
I'm going to create a dropbox directory for this project and share it. &amp;amp;nbsp;In it will be a modified server and the data needed to run it and what we need to edit. &lt;br /&gt;
&lt;br /&gt;
Copy the server directory to somewhere else on your computer (best not to run it straight out of the dropbox or else it will keep uploading and downloading everyone's temporary files.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Install cygwin and then run it, changing your directory over to the dropbox. &amp;amp;nbsp;To run the server, type: &lt;br /&gt;
&amp;lt;pre&amp;gt;./spacey -uni=data/customgals/test/c2demo.xml&amp;lt;/pre&amp;gt; &lt;br /&gt;
Then run the SS2 client that will also be in the drop box and set the server location to &amp;quot;localhost&amp;quot; and it will connect to your server. &lt;br /&gt;
&lt;br /&gt;
When you've edited a new galaxy and want to test it, do something like this: &lt;br /&gt;
&amp;lt;pre&amp;gt;./spacey -uni=data/customgals2/sol.xml&amp;lt;/pre&amp;gt; &lt;br /&gt;
All the original custom galaxies are in customgals and all the new modified ones we're making for SS2 will be in customgals2. &lt;br /&gt;
&lt;br /&gt;
There's no way currently to load multiple linked galaxies. &amp;amp;nbsp;We just have to do them one at a time. &amp;amp;nbsp;Leave the ID's and the ordering of wormholes as they currently are and the server will link them correctly when it makes a universe.&lt;br /&gt;
&lt;br /&gt;
== Galaxy List ==&lt;br /&gt;
&lt;br /&gt;
Anatolia.xml&amp;lt;br&amp;gt;Bonnet&amp;lt;br&amp;gt;Colosseum&amp;lt;br&amp;gt;Enigma&amp;lt;br&amp;gt;Hyperion.xml&amp;lt;br&amp;gt;IQBana&amp;lt;br&amp;gt;Improcerus.xml&amp;lt;br&amp;gt;Junkyard.xml&amp;lt;br&amp;gt;Junkyard1.xml&amp;lt;br&amp;gt;Rockysroll.xml&amp;lt;br&amp;gt;TheColosseum.xml&amp;lt;br&amp;gt;ThePlantarium.xml&amp;lt;br&amp;gt;absolution&amp;lt;br&amp;gt;acropolis.xml&amp;lt;br&amp;gt;anaconda&amp;lt;br&amp;gt;barberouge&amp;lt;br&amp;gt;bioempathy.xml&amp;lt;br&amp;gt;biologique.xml&amp;lt;br&amp;gt;bipolar.xml&amp;lt;br&amp;gt;blue&amp;lt;br&amp;gt;bluephoton&amp;lt;br&amp;gt;copper&amp;lt;br&amp;gt;deflector.xml&amp;lt;br&amp;gt;deflectororig.xml&amp;lt;br&amp;gt;dronegalaxy.xml&amp;lt;br&amp;gt;eastvindia.xml&amp;lt;br&amp;gt;empathy.xml&amp;lt;br&amp;gt;fortress.xml&amp;lt;br&amp;gt;freemarket.xml&amp;lt;br&amp;gt;gallowscove.xml&amp;lt;br&amp;gt;gargan.xml&amp;lt;br&amp;gt;graveyard.xml&amp;lt;br&amp;gt;handelscove.xml&amp;lt;br&amp;gt;icematrix.xml&amp;lt;br&amp;gt;infernaltempest&amp;lt;br&amp;gt;jux.xml&amp;lt;br&amp;gt;labyrinth.xml&amp;lt;br&amp;gt;labyrinth2.xml&amp;lt;br&amp;gt;lagrange.xml&amp;lt;br&amp;gt;lavanite.xml&amp;lt;br&amp;gt;lobby.xml&amp;lt;br&amp;gt;lunacy.xml&amp;lt;br&amp;gt;lyceum.xml&amp;lt;br&amp;gt;micron&amp;lt;br&amp;gt;mission&amp;lt;br&amp;gt;nexus - Ingendum&amp;lt;br&amp;gt;nihilite.xml&amp;lt;br&amp;gt;paxius.xml&amp;lt;br&amp;gt;plaguedspace&amp;lt;br&amp;gt;prism.xml&amp;lt;br&amp;gt;reflector.xml&amp;lt;br&amp;gt;ring.xml&amp;lt;br&amp;gt;rockyhorror.xml&amp;lt;br&amp;gt;rockyhorror2.xml&amp;lt;br&amp;gt;rockysrocks.xml&amp;lt;br&amp;gt;rumble.xml&amp;lt;br&amp;gt;rumble2.xml&amp;lt;br&amp;gt;rumble3.xml&amp;lt;br&amp;gt;rumble4.xml&amp;lt;br&amp;gt;scruple.xml&amp;lt;br&amp;gt;serpica.xml&amp;lt;br&amp;gt;shadow.xml&amp;lt;br&amp;gt;slavetweaking&amp;lt;br&amp;gt;sol.xml - Jeff&amp;lt;br&amp;gt;steps.xml&amp;lt;br&amp;gt;steps2.xml&amp;lt;br&amp;gt;test&amp;lt;br&amp;gt;thedark.xml&amp;lt;br&amp;gt;theendoftheuniverse.xml&amp;lt;br&amp;gt;tut&amp;lt;br&amp;gt;uberpirates&amp;lt;br&amp;gt;underworld.xml&amp;lt;br&amp;gt;urqa&amp;lt;br&amp;gt;xyz.xml&amp;lt;br&amp;gt;zebra&lt;br /&gt;
&lt;br /&gt;
(Add your name after a galaxy or group of galaxies to claim it. &amp;amp;nbsp;Make the line italic when it's done.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Client_2_Dev]]&lt;/div&gt;</summary>
		<author><name>Longname</name></author>	</entry>

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