XML Files

### blockplaceholders.xml

Block Placeholders are special blocks used in the creation of prefabs. They stand for "some random block of type <X>". So when creating a prefab, you can have a sort of random junk block, and the game will create a random type of garbage from the list of possible objects to spawn in for that block. For example, a street has just a scattering of blocks called "Street Random Loot Helper" but when the game renders them, it will choose an actual block from this list:

```
 <placeholder name="cntStreetRandomLootHelper">
   <block name="cntTrashPile01"/>
   <block name="cntTrashPile02"/>
   <block name="cntTrashPile03"/>
   <block name="cntTrashPile04"/>
   <block name="cntTrashPile05"/>
   <block name="cntTrashPile06"/>
   <block name="cntTrashPile07"/>
   <block name="cntTrashPile08"/>
   <block name="cntTrashPile09"/>
   <block name="cntShoppingCart" prob=".05"/>
   <block name="cntShoppingCartEmpty" prob=".75"/>
   <block name="cntBackpack01" prob=".05"/>
   <block name="cntBackpack03" prob=".05"/>
   <block name="cntDuffle01" prob=".05"/>
   <block name="cntSportsBag01" prob=".05"/>
   <block name="cntSportsBag02" prob=".05"/>
   <block name="cntPurse01" prob=".05"/>
 </placeholder>

```

### blocks.xml

One of the most important files, this defines the actual blocks used in the world.

### buffs.xml

Defines effects that can be placed on the player. Includes special things like godmode, and debuffs in addition to buffs from food and drugs.

### dialogs.xml

This is the conversations you have with the traders.

### entityclasses.xml

Defines classes of entities ("living" things) to apply sets of attributes for any in-game entity based on that class. So a male player avatar has a specific defined set of attributes:

```
 <entity_class name="playerMale">
   <property name="EntityType" value="Player"/>
   <property name="Tags" value="entity,player,human"/>
   <property name="ModelType" value="UMA"/>
   <property name="Class" value="EntityPlayer"/>
   <property name="Prefab" value="Player"/>
   <property name="Mesh" value="Player/Male/player_maleRagdoll"/>
   <property name="Mass" value="180"/>
   <property name="PhysicsBody" value="Player"/>
   <property name="HasDeathAnim" value="true"/>
   <property name="HasRagdoll" value="true"/>
   <property name="RagdollOnDeathChance" value="0"/>
   <property name="AvatarController" value="AvatarUMAController"/>
   <property name="LocalAvatarController" value="AvatarLocalPlayerController"/>
   <property name="Parent" value="Players"/>
   <property name="CrouchYOffsetFP" value="-0.65"/>
   <property name="IsMale" value="true"/>
   <property name="TimeStayAfterDeath" value="10"/>
   .... etc.

```

### entitygroups.xml

Defines groups of entities ("living" things) so that attributes can be assigned to the entire group.

### gamestages.xml

This file defines how the game scales the number and types of zombies based on your player's gamestage.

### items.xml

This file defines the stuff that you can pick up in the game. Individual items, and their associated attributes.

### loadingscreen.xml

This file defines the sets of background images to cycle through, as well as the loading tips that you can cycle through when starting the game or reloading from death.

### Localization.txt

Another very important file, this contains every description line for each item in the game. The definitions in this file are what appear as the names of objects crafted by the player for example.

### painting.xml

This is where the textures for use with the paintbrush and paint items are defined!

### recipes.xml

Definitions for how things are crafted by the player.

### rwgmixer.xml

Random World Generator presets and definitions.

### sounds.xml

Defines sounds related to in-game events, and how they affect the game. (How noisy they are for example.)

### traders.xml

Defines what items traders will sell you. Also defines objects sold in vending machines.