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XML Database.xml
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XML Database.xml
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<?xml version="1.0" encoding="utf-8" ?>
<rpg>
<guns>
<name>
Diaper Gun
<id>0</id>
<cost>0</cost>
<sell>0</sell>
<range>0</range>
<damage>0</damage>
<firerate>0</firerate>
<accuracy>0</accuracy>
<weight>0</weight>
<magazineSize>0</magazineSize>
<reloadTime>0</reloadTime>
</name>
<name>
Diaper Cannon
<id>0</id>
<cost>0</cost>
<sell>0</sell>
<range>0</range>
<damage>0</damage>
<firerate>0</firerate>
<accuracy>0</accuracy>
<weight>0</weight>
<magazineSize>0</magazineSize>
<reloadTime>0</reloadTime>
</name>
<name>
Gopher Gun
<id>0</id>
<cost>0</cost>
<sell>0</sell>
<range>0</range>
<damage>0</damage>
<firerate>0</firerate>
<accuracy>0</accuracy>
<weight>0</weight>
<magazineSize>0</magazineSize>
<reloadTime>0</reloadTime>
</name>
<name>
Chuck Chucker
<id>0</id>
<cost>0</cost>
<sell>0</sell>
<range>0</range>
<damage>0</damage>
<firerate>0</firerate>
<accuracy>0</accuracy>
<weight>0</weight>
<magazineSize>0</magazineSize>
<reloadTime>0</reloadTime>
</name>
</guns>
<vehicles>
<name>
Kitten Cannon
<id>0</id>
<cost>0</cost>
<sell>0</sell>
<speed>0</speed>
<turningSpeed>0</turningSpeed>
<size>0</size>
</name>
</vehicles>
<terrain>
<type>
Mountains
<travelSpeedCost>0</travelSpeedCost>
<buildImpactCost>0</buildImpactCost>
</type>
<type>
Desert
<travelSpeedCost>0</travelSpeedCost>
<buildImpactCost>0</buildImpactCost>
</type>
<type>
Jungle
<travelSpeedCost>0</travelSpeedCost>
<buildImpactCost>0</buildImpactCost>
</type>
<type>
Beach
<travelSpeedCost>0</travelSpeedCost>
<buildImpactCost>0</buildImpactCost>
</type>
<type>
Marsh
<travelSpeedCost>0</travelSpeedCost>
<buildImpactCost>0</buildImpactCost>
</type>
</terrain>
</rpg>
MAP
//Grid based
//terrain
BACKGROUND
// color-based or texture-based
INVENTORY
// You can have certain items with you when you go and start making your bases
// purchase items to put in inventory
// arrange in inventory screen alphabetically
// could also include tabs that sort item by type
// money from battles
// money from taxes
// money from looting
// Bottom line: money system
id
userid
itemid
ITEMS
// more modern the item, the more it's cost idNum name level cost sellPrice
id
name
type (resource, road, building, item, defense)
resourcetype //if type = resource then check this value, else ignore.
cost
sellPrice
skillreq
deals
taxvalue
VENDORS
//option to go to vendor at the start of every turn
//can be killed
id
name
selling
location (x,y)
speech
PLAYER
id
username
password //if multiuser
lastPos (x,y)
equipped
health
class
skills
faction
guild
MENU
//Construct building (factory, house, base,walls), defenses (walls, fences, etc.), Advance on enemy, retreat
BATTLE
PLAYING FIELD
ITEMS ON FIELD
id
itemid
owner
location (x,y)
type
FACTION
id
name
BUILDINGS
id
name
reqmaterials //wood, stone, iron, steel, etc.
type //house, factory, military base
defense
health
taxvalue
MINE
id
location (x,y)
owner
type
unitsPerTurn
maxNumTurns
turnsLeft
accessible
closestbase (x,y)