transformice

XML is the language in which almost every Transformice map is stored in. XML editing is a core aspect of map making and is necessary to create the advanced mechanics and gameplay features we take for granted in user-made maps.

This page is a fully-fledged guide to aid in understanding and using all the various parameters which make up a map's XML. It is split into different sections, each dealing with its own section of the map XML. Usage examples of each tag and explanations of their uses may be found within these sections to help you to utilize the tags.

XML tree

<C>
    <P A="" aie="" APS="" bh="" C="" Ca="" conju="" D="" d="" defilante=""
       dodue="" DS="" F="" G="" H="" L="" mc="" mgoc="" N="" P=""
       shaman_tools="" theme="" />
    
    <Z>
        <S>
            <S c="" col="" contact="" friction="" grav="" H="" i="" L=""
               lua="" m="" N="" nosync="" o="" P="" T="" tint="" v=""
               X="" Y="" Z="" angDampAcc="" angDampMax="" archAcc=""
               archCheeseMax="" archMax="" linDampAcc="" linDampMax="" />
        </S>

        <D>
            <P C="" P="" T="" X="" Y="" Z="" />
            <DC X="" Y="" />
            <DC2 X="" Y="" />
            <DS X="" Y="" />
            <F D="" X="" Y="" />
            <T CT="" D="" X="" Y="" />
        </D>

        <O>
            <O C="" Mp="" Mv="" nosync="" P="" X="" Y="" Z="" />
        </O>

        <L>
            <JD AMP="" c="" HZ="" M1="" M2="" P1="" P2="" />
            <JP A="" AXIS="" c="" LIM1="" LIM2="" M1="" M2="" MV="" />
            <JPL c="" M1="" M2="" P1="" P2="" P3="" P4="" R="" />
            <JR LIM1="" LIM2="" M1="" M2="" MV="" P1="" P2="" />
        </L>
    </Z>
</C>

IDs

Backgrounds

ID Image Name
-2 Random
0 Background 0 Daylight
1 Background 1 Dawn
2 Background 2 Twilight
3 Background 3 Full moon
4 Background 4 Halloween
5 Background 5 Christmas
6 Background 6 Valentine's Day
7 Background 7 Storm clouds
8 Background 8 Storm clouds 2
9 Background 9 Desert 1
10 Background 10 Desert 2
11 Background 11 Ocean

Grounds

Megaphone Main article: Ground
ID Name
0 Wood
1 Ice
2 Trampoline
3 Lava
4 Chocolate
5 Earth
6 Grass
7 Sand
8 Cloud
9 Water
10 Stone
11 Snow
12 Rectangle
13 Circle
14 Invisible
15 Web
17 Yellow grass
18 Pink grass
19 Acid
20 Honey
21 Galaxy

Decorations

Megaphone Main article: Decoration

Shaman objects

Megaphone Main article: List of objects by ID

Map settings

Location of the tag highlighted

Location of the tag highlighted

<P /> tag

These tags go into <P /> tag at the start of the XML and specify various map settings.

A=""

Effect: Sets the soulmate game mode, as seen in map 84 and various others.

Arguments:

Example: Activates soulmate for the map. You will see the heart icon Soulmate-icon in the top left corner when you validate the map, indicating soulmate mode is active.

<C><P A="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

aie=""

Effect: Makes mice shock sensitive (fall damage). Falling from heights, high restitution and enclosed spaces will kill the mice.

Arguments:

Example: Touching the lava will cause mice to die, as shock sensitivity is enabled.

<C><P aie="" /><Z><S><S X="500" L="20" Y="365" H="30" P="0,0,0,20,0,0,0,0" T="3" /><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

APS="url1,?1,x1,y1,ax1,ay1,ix1,iy1;url2,?2,x2,y2,ax2,ay2,ix2,iy2"

Effect: Displays an image in the foreground from the Atelier 801 image database (images.atelier801.com/), which is only visible under certain conditions.

Arguments:

Notes:

Example: Displays an image from the database in the foreground of the map (in front of the mice) at position (0,0). The image disappears between the coordinate (100,100) and reappears 600px away from x=100 and 200px away from y=100, which is the coordinate (700,300).

<C><P APS="165e9e21f73.png,0,100,100,600,200,0,0" /><Z><S><S P="0,0,0.3,0.2,0,0,0,0" L="600" o="7581a6" X="400" c="4" Y="200" T="12" H="200" /><S L="100" H="100" X="410" Y="370" T="0" P="0,0,0.3,0.2,-45,0,0,0" /><S L="400" X="600" H="100" Y="340" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="800" H="100" X="400" Y="420" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="280" X="750" /></D><O><O C="7" Y="360" P="0" X="160" /></O></Z></C>

bh=""

Effect: Allows cannonballs, both pre-spawned on the map or summoned by the shaman in gameplay to be shot upwards.

Arguments:

Example: The cannonballs are able to be shot upwards.

<C><P bh="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O><O C="17" X="400" P="0" Y="270" /><O C="17" X="440" P="0" Y="270" /><O C="17" X="360" P="0" Y="270" /></O></Z></C>

C=""

Effect: Activates the collision game mode for the map, like in map 9 and various other vanilla maps.

Arguments:

Example: Activates collision, this can be seen by spawning mice by pressing the M key.

<C><P C="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

Ca=""

Effect: Hides anything beyond the current 800 x 400 gameplay screen.

Arguments:

Example: Activates the game border. This effect can be seen when the ball bounces offscreen.

<C><P Ca="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O><O C="6" X="605" P="0" Y="200" /></O></Z></C>

conju=""

Effect: Allows the shaman to only spawn arrows, spirits, conjuration and ice cubes on the map.

Arguments:

Example: Activates conjuration mode.

<C><P conju="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

D="url1,x1,y1,r1;url2,x2,y2,r2"

Effect: Displays an image in the background from the Transformice image database.

Arguments:

Notes:

Example: Displays two different images from the database as backgrounds.

<C><P D="x_transformice/x_evt/x_evt_21/gsvnkdsop/vide.png,250,350;x_transformice/x_evt/x_evt_10/YIKDFERT/BOSS_AnvilGod.png,400,50" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

d="url1,x1,y1,r1;url2,x2,y2,r2"

Effect: Displays an image in the foreground from the Transformice image database.

Arguments:

Notes:

Example: Displays an image from the database in the foreground of the map (in front of the mice).

<C><P d="x_transformice/x_maps/x_peche2015/map-aventure-2-foreground.png,0,0" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

defilante="vi,a,vm,s"

Effect: Activates the defilante game mode on the map, allowing automatic scroll and tokens to be placed.

Arguments:

Notes:

Example: Makes the map start scrolling at 0 speed, then accelerate by 2 speed until it reaches 4 speed. Includes a spring token.

<C><P L="1000" defilante="0,2,4,1" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O><O C="16" X="500" P="0" Y="365" /></O></Z></C>

dodue=""

Effect: Sets the dodue game mode, as seen in map 176 and various others. Mice can collect up to three cheese.

Arguments:

Notes:

Example: Activates dodue for the map.

<C><P dodue="" /><Z><S><S H="20" P="0,0,0.3,0.2,0,0,0,0" L="400" X="400" Y="390" T="0" /></S><D><DS Y="370" X="400" /><F Y="360" X="250" /><F Y="360" X="350" /><F Y="360" X="450" /><F Y="360" X="550" /></D><O /></Z></C>

DS="mode;x,y"

Effect: Sets mouse spawn points. There are multiple modes which can be set in the first argument.

Arguments:

Modes:

Example 1: DS spawn with "m" mode, the mice will spawn at the location X: 250, Y: 370 and X: 550, Y: 370.

<C><P DS="m;250,370,550,370" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D /><O /></Z></C>

Example 2: DS spawn with random "y" mode and X coordinate specified, the mice will spawn randomly along the vertical with the X coordinate 400.

<C><P DS="x;400" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D /><O /></Z></C>

Example 3: DS spawn with random "x" mode and Y coordinate specified, the mice will spawn randomly along the horizontal with the Y coordinate 370.

<C><P DS="y;370" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D /><O /></Z></C>

F="id"

Effect: Sets the background for the map.

Arguments:

Notes:

Example: Displays the Christmas background.

<C><P F="5" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

G="w,g"

Effect: Sets the wind and gravity force of the map.

Arguments:

Example: Normal gravity and positive 5 wind, causing the mice to be pushed to the right.

<C><P G="5,10" /><Z><S><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

H="value"

Effect: Sets the map height.

Arguments:

Example: Sets map height to 600px. The blue game border in editor is extended to show this.

<C><P H="600" /><Z><S><S X="400" L="400" Y="590" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

L="value"

Effect: Sets the map height.

Arguments:

Example: Sets map length to 1000px. The blue game border in editor is extended to show this.

<C><P L="1000" /><Z><S><S X="400" L="400" Y="590" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

mc=""

Effect: Hides all nails pre-spawned on the map when the map is played. Nails in the shaman's build will not be hidden.

Arguments:

Example: Hides the red motor nail which turns the plank.

<C><P mc="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O><O C="4" X="400" P="0" Y="200" /><O C="12" X="400" P="0" Y="200" /></O></Z></C>

mgoc="value"

Effect: Alters the mass of any shaman object summoned on the map by the shaman or pre-placed in the editor.

Arguments:

Example: Sets both the anvil and the box to 100 weight.

<C><P mgoc="100" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="400" L="20" Y="280" H="200" P="0,0,0.3,0.2,0,0,0,0" T="8" /><S X="400" L="400" Y="170" H="20" P="1,0,0.3,0.2,0,0,0,0" T="1" /></S><D><DS X="400" Y="370" /></D><O><O C="10" X="590" P="0" Y="145" /><O C="1" X="210" P="0" Y="145" /></O></Z></C>

N="light,id"

Effect: Sets the night mode game mode where mice can only see a small area around them. This is the effect seen in map 97.

Arguments:

Night mode types:

Example: Activates night mode.

<C><P N="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

P=""

Effect: Allows the shaman to spawn portals on the map.

Arguments:

Example: Activates portals. The shaman can now spawn portals on the map.

<C><P P="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

shaman_tools="id1,id2"

Effect: Sets which objects the shaman can spawn on the map.

Arguments:

Notes:

Example: The shaman can only spawn balls (ID 6), large boxes (ID 2) and long planks (ID 4) on the map.

<C><P shaman_tools="6,2,4" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

theme="halloween"

Effect: Sets the dodue cheese to the Halloween theme.

Arguments:

Notes:

Example: Activates Halloween dodue for the map.

<C><P theme="halloween" dodue="" /><Z><S><S H="20" P="0,0,0.3,0.2,0,0,0,0" L="400" X="400" Y="390" T="0" /></S><D><DS Y="370" X="400" /><F Y="360" X="250" /><F Y="360" X="350" /><F Y="360" X="450" /><F Y="360" X="550" /></D><O /></Z></C>

Grounds

Location of the tag highlighted

Location of the tag highlighted

<S /> tag

These tags go into <S /> tag(s) inside the <S> </S> container tag. They specify ground properties and settings.

c="value"

Effect: Sets the collision type of the ground.

Arguments:

Collision types:

Example: Sets the wood ground's collision so that it only collides with shaman and mice, so the ball falls through it.

<C><P /><Z><S><S X="400" L="400" Y="390" c="3" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O><O C="6" X="605" P="0" Y="200" /></O></Z></C>

col=""

Effect: Activates touch collision (collision with mice when the ground is touched).

Arguments:

Example: Activates touch collision for the longer ground, this can be seen by spawning mice by pressing the M key.

<C><P /><Z><S><S H="30" P="0,0,0.3,0.2,0,0,0,0" L="100" X="500" Y="365" T="0" /><S H="20" P="0,0,0.3,0.2,0,0,0,0" L="400" X="400" Y="390" T="0" col="" /></S><D><DS Y="370" X="400" /></D><O /></Z></C>

contact="id"

Effect: For Lua event eventContactListener. Event is called when a mouse collides with the ground.

Arguments:

Example: Identifies the ground as "5" in Lua.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" contact="5" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

friction="f,l"

Effect: Gives the mouse a temporary friction effect when touching the ground.

Arguments:

Notes:

Example: The mouse gets its friction multiplied by 100 (20×5) after touching the ice ground and after moving off it, the effect strength goes down by 2 per second so the effect lasts 10 seconds (20/2).

<C><P /><Z><S><S P="0,0,0.3,0.2,0,0,0,0" L="20" H="30" X="500" Y="365" T="1" friction="20,2" /><S P="0,0,0.3,0.2,0,0,0,0" L="400" H="20" X="400" Y="390" T="0" /></S><D><DS Y="370" X="400" /></D><O /></Z></C>


Example: Make a chocolate ground (20 friction) feel like grass/wood (0.3 friction).

grav="value"

Effect: Sets the gravity of a dynamic ground.

Arguments:

Example: Makes a dynamic ice ground with -1 gravity.

<C><P /><Z><S><S H="20" P="0,0,0.3,0.2,0,0,0,0" L="400" X="400" Y="390" T="0" /><S H="50" P="1,0,0,0.2,0,0,0,0" L="50" X="500" Y="300" T="1" grav="-1" /></S><D><DS Y="370" X="400" /></D><O /></Z></C>

H="value"

Effect: Sets the ground's height.

Arguments:

Example: Makes the ground 20px high.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

i="x,y,url"

Effect: Places an image on the ground.

Arguments:

Notes:

Example: Places an image on the middle of the ground.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" i="400,390,http://derpolino.alwaysdata.net/imagetfm/?id=4663#images/x_transformice/x_inventaire/" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

L="value"

Effect: Sets the ground's length.

Arguments:

Example: Makes the ground 400px long.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

lua="id"

Effect: Identifies a ground in Lua.

Arguments:

Example: Identifies the ground as "5" in Lua.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" lua="5" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

m=""

Effect: Makes the ground invisible.

Arguments:

Example: Makes the second wood ground invisible. When the map is validated, it will be invisible.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" m="" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

N=""

Effect: Makes the ground display in the foreground.

Arguments:

Example: Makes the second wood ground appear in the foreground. Mice will appear to be behind it, this can be tested by running against the ground.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" N="" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

nosync=""

Effect: Disables the ground synchronization on dynamic grounds, so that it does not need to be tied to the room sync.

Arguments:

Example: Deactivates the ground sync. This cannot be visibly viewed in the editor.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="200" H="30" P="1,0,0.3,0.2,0,0,0,0" T="1" nosync="" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

o="color"

Effect: Colors the ground (if it's the rectangle or circle type).

Arguments:

Example: Colors the second ground red.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" o="ff0000" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="12" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

P="isdyn,mass,friction,restit,angle,fixrotat,lindamp,angdamp"

Effect: Sets the ground's physical properties.

Arguments:

Example: Sets the properties of the second wood ground. It is dynamic, and the high damping makes it fall slowly, and the restitution makes mice "bounce" off it.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="300" H="30" P="1,0,0.3,2,0,0,20,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

T="id"

Effect: Sets the ground skin.

Arguments:

Example: Displays the wood ground, ID 0.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

tint="color"

Effect: Colors the ground.

Arguments:

Notes:

Example: Colors the wood ground red.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" tint="ff0000" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

v="time"

Effect: Sets the time which the ground disappears at.

Arguments:

Example: The second ground disappears after 5 seconds.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" v="05000" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

X="x"

Effect: Sets the x coordinate of the ground.

Arguments:

Example: Places the ground at X, 400.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

Y="y"

Effect: Sets the y coordinate of the ground.

Arguments:

Example: Places the ground at Y, 390.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

Z="id"

Effect: An ID to identify the Z index of the ground.

Arguments:

Example: Identifies the ground as Z="0".

<C><P /><Z><S><S X="400" L="400" Y="390" Z="0" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

Water ground

<S /> tag

These tags go into <S /> tag(s) inside the <S> </S> container tag. They specify properties and settings for only the water ground.

angDampAcc="value"

Effect: Sets the angular damping acceleration (the higher the slower) (must use angDampMax as well).

Arguments:

angDampMax="value"

Effect: Sets the maximum angular damping (must use angDampAcc as well).

Arguments:

archAcc="value"

Effect: Sets the acceleration power with which the mouse is pushed upward (the higher the faster) (must use archMax as well).

Arguments:

archCheeseMax="value"

Effect: Sets the acceleration power with which the mouse is pushed upward when it carries cheese.

Arguments:

archMax="value"

Effect: Sets the maximum power (it seems this value only applies to archAcc, meaning it doesn't affect archCheeseMax) (must use archAcc as well).

Arguments:

linDampAcc="value"

Effect: Sets the linear damping acceleration (the higher the slower) (must use linDampMax as well).

Arguments:

linDampMax="value"

Effect: Sets the maximum linear damping (must use linDampAcc as well).

Arguments:

Example: Makes an invisible water ground with altered water physics.

<C><P /><Z><S><S P="0,0,0,0,0,0,0,0" H="200" T="9" L="400" X="400" Y="300" m="" angDampAcc="10" angDampMax="10" archAcc="1" archCheeseMax="3" archMax="5" linDampAcc="10" linDampMax="10" /><S P="0,0,0.3,0.2,0,0,0,0" L="800" H="50" X="400" Y="375" T="0" /></S><D><F Y="340" X="700" /><DS Y="330" X="100" /></D><O /><L /></Z></C>

Decorations and mouse objects

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These tags go into the <D> </D> container tag. They specify decorations, mouse spawns, the mouse hole and cheese.

Decorations

<P /> tag

These tags go into the <P /> tag (within the <D></D> tags) and specify the properties of the decoration.

C="c1,c2,c3,c4"

Effect: Sets the decoration colors.

Arguments:

Notes:

Example: Colors the decoration.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P C="18585,c26900,10a61d,a3468e" X="500" P="0,0" T="93" Y="380" /></D><O /></Z></C>

P="fore,invert"

Effect: Sets the decoration's appearance.

Arguments:

Example: Displays the decoration as background and inverted.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P X="500" P="0,1" T="6" Y="380" /></D><O /></Z></C>

T="id"

Effect: Sets the decoration type.

Arguments:

Example: Displays the sign decoration, ID 4.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P X="500" P="0,0" T="4" Y="380" /></D><O /></Z></C>

X="x"

Effect: Sets the x location of the decoration.

Arguments:

Example: Places the decoration at X, 500.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P X="500" P="0,0" T="4" Y="380" /></D><O /></Z></C>

Y="y"

Effect: Sets the y location of the decoration.

Arguments:

Example: Places the decoration at Y, 370.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P X="500" P="0,0" T="4" Y="380" /></D><O /></Z></C>

Z="id"

Effect: An ID to identify the Z index of the decoration.

Arguments:

Example: Identifies the decoration as Z="0".

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P X="500" P="0,0" T="4" Y="380" Z="0" /></D><O /></Z></C>

Shaman spawn

<DC /> tag

These tags go into the <DC /> tag and specify the properties of the shaman spawn. This can only be placed once in the map.

X="x"

Effect: Sets the x location where the shaman will spawn.

Arguments:

Example: Makes the shaman spawn at X, 400.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><DC X="400" Y="370" /></D><O /></Z></C>

Y="y"

Effect: Sets the y location where the shaman will spawn.

Arguments:

Example: Makes the shaman spawn at Y, 370.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><DC X="400" Y="370" /></D><O /></Z></C>

Dual shaman spawn

<DC2 /> tag

These tags go into the <DC2 /> tag and specify the properties of the dual shaman spawn. This can only be placed once in the map.

X="x"

Effect: Sets the x location where the second shaman will spawn.

Arguments:

Example: Makes the second shaman spawn at X, 400.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><DC2 X="400" Y="370" /></D><O /></Z></C>

Y="y"

Effect: Sets the y location where the second shaman will spawn.

Arguments:

Example: Makes the second shaman spawn at Y, 370.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><DC2 X="400" Y="370" /></D><O /></Z></C>

Mouse spawn

<DS /> tag

These tags go into the <DS /> tag and specify the properties of the mouse spawn. The locations provided in this spawn overrides the coordinates provided in the DS="mode;x,y" tag in <P />. In addition, this can only be placed once on the map.

X="x"

Effect: Sets the x location where the mice spawn.

Arguments:

Example: Makes the mice spawn at X, 400.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

Y="y"

Effect: Sets the y location where mice spawn.

Arguments:

Example: Makes the mice spawn at Y, 370.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C>

Cheese

<F /> tag

These tags go into the <F /> tag and specify the properties of the cheese.

D=""

Effect: Makes the cheese display in the foreground.

Arguments:

Example: Makes the cheese appear in the foreground. Mice will appear to be behind it.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><F X="400" Y="300" D="" /></D><O /></Z></C>

X="x"

Effect: Sets the x location of the cheese.

Arguments:

Example: Places the cheese at X, 400.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><F X="400" Y="300" /></D><O /></Z></C>

Y="y"

Effect: Sets the y location of the cheese.

Arguments:

Example: Places the cheese at Y, 300.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><F X="400" Y="300" /></D><O /></Z></C>

Mouse hole

<T /> tag

These tags go into the <T /> tag and specify the properties of the mouse hole.

CT="value"

Effect: Sets the dual shaman mouse hole color.

Arguments:

Mouse hole types:

Example: Places the blue mouse hole at x: 300 y: 300 and the pink mouse hole at x: 500 y: 300.

<C><P /><Z><S><S P="0,0,0.3,0.2,0,0,0,0" L="400" H="20" X="400" Y="390" T="0" /></S><D><DS Y="370" X="400" /><T X="300" Y="300" CT="1" /><T X="500" Y="300" CT="2" /></D><O /></Z></C>

D=""

Effect: Makes the mouse hole display in the foreground.

Arguments:

Example: Makes the mouse hole appear in the foreground. Grounds will appear to be behind it, but mice will not.

<C><P /><Z><S><S H="20" P="0,0,0.3,0.2,0,0,0,0" L="400" X="400" Y="390" T="0" /><S H="50" P="0,0,0.3,0.2,0,0,0,0" L="50" X="430" Y="280" T="0" /></S><D><DS Y="370" X="400" /><T X="400" Y="300" D="" /></D><O /></Z></C>

X="x"

Effect: Sets the x location of the mouse hole.

Arguments:

Example: Places the mouse hole at X, 400.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><T X="400" Y="300" /></D><O /></Z></C>

Y="y"

Effect: Sets the y location of the mouse hole.

Arguments:

Example: Places the mouse hole at Y, 370.

<C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><T X="400" Y="370" /></D><O /></Z></C>

Shaman objects

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<O /> tag

These tags go into <O /> tag(s) inside the <O> </O> container tag. They specify shaman objects and properties they may have.

C="id"

Effect: Sets the type of shaman object.

Arguments:

Example: Places a large box, ID 2.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Y="350" P="0" X="500" /></O></Z></C>

Mp="power"

Effect: Sets nail rotation power. Only applies to red and blue nails (IDs 11 to 16).

Arguments:

Example: Makes the nailed plank rotate with infinite power, making it fully stable.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="3" Y="300" X="500" P="0" /><O Mv="-20" Mp="Infinity" X="500" C="11" Y="300" P="0" /></O></Z></C>

Mv="speed"

Effect: Sets nail rotation speed. Only applies to red and blue nails (IDs 11 to 16).

Arguments:

Example: Makes the nailed plank rotate with a speed of 20 in the clockwise direction.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="3" Y="300" X="500" P="0" /><O Mv="-20" Mp="Infinity" X="500" C="11" Y="300" P="0" /></O></Z></C>

nosync=""

Effect: Disables the shaman object synchronization, so that it does not need to be tied to the room sync.

Arguments:

Example: Deactivates the shaman object sync. This cannot be visibly viewed in the editor.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Y="350" P="0" nosync="" X="500"/></O></Z></C>

P="angle,collision"

Effect: Sets the properties of the shaman object.

Arguments:

Example: Sets the angle of the box to 45 degrees and deactivates mice collision.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Y="340" X="500" P="45,1" /></O></Z></C>

X="x"

Effect: Sets the x coordinate of the shaman object.

Arguments:

Example: Places the large box at X, 500.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Y="350" P="0" X="500" /></O></Z></C>

Y="y"

Effect: Sets the y coordinate of the shaman object.

Arguments:

Example: Places the large box at Y, 350.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Y="350" P="0" X="500" /></O></Z></C>

Z="id"

Effect: An ID to identify the Z index of the shaman object.

Arguments:

Example: Identifies the large box as Z="0".

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Z="0" Y="350" P="0" X="500" /></O></Z></C>

Joints

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<L /> tag

These tags go into the <L> </L> container tag. They specify the various different types of joints and their properties.

Distance joint

<JD /> tag

These tags go into the <JD /> tag and specify the properties of the distance joint.

AMP="value"

Effect: Sets the joint elasticity.

Arguments:

Notes:

Example: Makes the joint retract slowly after extending.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="17" Y="220" X="500" P="180" /></O><L><JD AMP="2e3" HZ="100" M2="0" M1="1" c="00000,2,.5" P2="500,100" /></L></Z></C>

c="color,thickness,alpha,appearance"

Effect: Sets the joint color and appearance.

Arguments:

Example: Displays the joint with color #000000, 2 thickness, 50% alpha, and in the background.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JD M2="0" M1="1" c="00000,2,.5,0" P2="500,100" /></L></Z></C>

HZ="value"

Effect: Sets the joint damping.

Arguments:

Notes:

Example: Causes the joint to be damped so that it retracts quickly and is difficult to extend.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="17" Y="220" P="180" X="500" /></O><L><JD c="00000,2,.5" P2="500,100" M2="0" HZ="100" M1="1" /></L></Z></C>

M1="z"

Effect: Sets the first ground to link to.

Arguments:

Example: Links the ground Z index 1.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="500" Y="100" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JD M2="2" c="00000,2,.5,0" M1="1" /></L></Z></C>

M2="z"

Effect: Sets the second ground to link to.

Arguments:

Example: Links the ground Z index 2.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="500" Y="100" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JD M2="2" c="00000,2,.5,0" M1="1" /></L></Z></C>

P1="x,y"

Effect: Sets the coordinates on the map where the first ground is to be linked.

Arguments:

Example: Links the ground Z index 1 at x: 200 y: 320.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="500" Y="100" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JD P1="200,320" M2="2" c="00000,2,.5,0" M1="1" /></L></Z></C>

P2="x,y"

Effect: Sets the coordinates on the map where the second ground is to be linked.

Arguments:

Example: Links the ground Z index 1 at x: 200 y: 100.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="500" Y="100" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JD P2="200,100" M2="2" c="00000,2,.5,0" M1="1" /></L></Z></C>

Prismatic joint

<JP /> tag

These tags go into the <JP /> tag and specify the properties of the prismatic joint.

A="angle"

Effect: Sets the rotation angle between the two linked grounds.

Arguments:

Example: Sets the angle between the two grounds to 60 degrees (1.0472 radians) as per the angle of the lower ground.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,60,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" A="1.0472" AXIS="1,0" M1="1" /></L></Z></C>

AXIS="isx,isy"

Effect: Sets the axis at which the two grounds will be linked.

Arguments:

Notes:

Example: Links the grounds together so they are free to move horizontally, however their vertical movement is tied to one another.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" AXIS="1,0" M1="1" /></L></Z></C>

c="color,thickness,alpha,appearance"

Effect: Sets the joint color and appearance.

Arguments:

Example: Displays the joint with color #000000, 2 thickness, 50% alpha, and in the background.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,60,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" A="1.0472" AXIS="1,0" M1="1" c="00000,2,.5,0" P2="500,100" /></L></Z></C>

LIM1="value"

Effect: Sets the joint's lower limit of movement (leftwards or upwards).

Arguments:

Example: Limits the ground movement to 90px in the left direction. If the AXIS was in the opposite direction this would be in the upwards direction.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" AXIS="1,0" LIM1="-3" M1="1" /></L></Z></C>

LIM2="value"

Effect: Sets the joint's upper limit of movement (rightwards or downwards).

Arguments:

Example: Limits the ground movement to 90px in the right direction. If the AXIS was in the opposite direction this would be in the downward direction.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" AXIS="1,0" LIM2="3" M1="1" /></L></Z></C>

M1="z"

Effect: Sets the first ground to link to.

Arguments:

Example: Links the ground Z index 1.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" AXIS="1,0" M1="1" /></L></Z></C>

M2="z"

Effect: Sets the second ground to link to.

Arguments:

Example: Links the ground Z index 2.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" AXIS="1,0" M1="1" /></L></Z></C>

MV="power,speed"

Effect: Sets the ground motor power and speed.

Arguments:

Example: Powers the ground so that it moves to the right.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP MV="Infinity,10" M2="2" AXIS="1,0" M1="1" /></L></Z></C>

Pulley joint

<JPL /> tag

These tags go into the <JPL /> tag and specify the properties of the pulley joint.

c="color,thickness,alpha,appearance"

Effect: Sets the joint color and appearance.

Arguments:

Example: Displays the joint with color #000000, 2 thickness, 50% alpha, and in the background.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="300" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" P="0" X="300" /></O><L><JPL M2="2" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C>

M1="z"

Effect: Sets the first ground to link to.

Arguments:

Example: Links the ground Z index 1.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="300" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" P="0" X="300" /></O><L><JPL M2="2" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C>

M2="z"

Effect: Sets the second ground to link to.

Arguments:

Example: Links the ground Z index 2.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="300" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" P="0" X="300" /></O><L><JPL M2="2" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C>

P1="x,y"

Effect: Sets the coordinates on the map where the first ground is to be linked.

Arguments:

Example: Links the ground Z index 1 at x: 500 y: 200.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" X="300" H="40" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" X="300" P="0" /></O><L><JPL M2="2" P1="500,200" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C>

P2="x,y"

Effect: Sets the coordinates on the map where the second ground is to be linked.

Arguments:

Example: Links the ground Z index 1 at x: 300 y: 200.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" X="300" H="40" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" X="300" P="0" /></O><L><JPL M2="2" c="00000,2,.5,0" P2="300,200" P4="300,100" M1="1" P3="500,100" /></L></Z></C>

P3="x,y"

Effect: Sets the coordinates on the map where the first pulley point (above the first ground at M1) is to be linked.

Arguments:

Example: Puts the first pulley point at x: 500, y: 100 .

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" X="300" H="40" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" X="300" P="0" /></O><L><JPL M2="2" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C>

P4="x,y"

Effect: Sets the coordinates on the map where the second pulley point (above the second ground at M2) is to be linked.

Arguments:

Example: Puts the second pulley point at x: 300, y: 100 .

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" X="300" H="40" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" X="300" P="0" /></O><L><JPL M2="2" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C>

R="ratio"

Effect: Sets the pulley ratio.

Arguments:

Example: Sets the ratio to 5. The ground at M1 will move 5 units for every movement of M2 at one unit.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" X="300" H="40" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" X="300" P="0" /></O><L><JPL M2="2" R="5" P1="500,200" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C>

Revolute joint

<JR /> tag

These tags go into the <JR /> tag and specify the properties of the revolute joint.

LIM1="value"

Effect: Sets the joint's lower limit of movement (anticlockwise).

Arguments:

Example: Limits the ground rotation to 90 degrees anticlockwise (-1.5708 radians).

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="1" MV="Infinity,-2" LIM1="-1.5708" /></L></Z></C>

LIM2="value"

Effect: Sets the joint's upper limit of movement (clockwise).

Arguments:

Example: Limits the ground rotation to 90 degrees clockwise (1.5708 radians).

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="1" MV="Infinity,2" LIM2="1.5708" /></L></Z></C>

M1="z"

Effect: Sets the first ground to link to.

Arguments:

Example: Links the ground Z index 1.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="130" T="16" P="1,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="300" Y="130" T="16" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="2" MV="Infinity,2" M1="1" /></L></Z></C>

M2="z"

Effect: Sets the second ground to link to.

Arguments:

Example: Links the ground Z index 2.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="130" T="16" P="1,0,0.3,0.2,0,0,0,0" /><
<C><P /><Z><S><S L="40" H="40" X="300" Y="130" T="16" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="2" MV="Infinity,2" M1="1" /></L></Z></C>

MV="power,speed"

Effect: Sets the ground motor power and speed.

Arguments:

Example: Powers the ground so that it moves clockwise.

<C><P /><Z><S><S L="40" H="40" X="300" Y="130" T="16" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="2" MV="Infinity,2" M1="1" /></L></Z></C>

P1="x,y"

Effect: Sets the coordinates on the map where the first ground is to be linked.

Arguments:

Example: Links the ground at M1 at x: 500 y: 0.

<C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="130" T="16" P="1,0,0.3,0.2,0,0,0,0" /><S L="40" X="300" H="40" Y="130" T="16" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="2" MV="Infinity,2" M1="1" P1="500,0" /></L></Z></C>

P2="x,y"

Effect: Sets the coordinates on the map where the second ground is to be linked.

Arguments:

Example: Links the ground at M2 at x: 300 y: 0.

<C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="130" T="16" P="1,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="300" Y="130" T="16" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR P2="300,0" M2="2" MV="Infinity,2" M1="1" /></L></Z></C>

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