Editing .mis Files

Here you will learn how to edit .mis files, let's talk about the syntax: .mis files are structured like this:

keyword [
  keyword [
    keyword value
  ]
]
  • keywords usually start with a period (like .XYZ)
  • comments start with # everything from this sign to the end of the line will be ignored
  • keywords, braces and values must be separated by at least one whitespace (common error source!!)
  • these are the whitespaces: Space, Horizontal Tab, New Line, Carriage Return; [ \t\r\n]
The example from above can also be structured like this:

keyword [ keyword [ keyword value ] ]

and even this variant is valid:

  keyword 
 [  keyword   [    keyword   
value ]    
         ]

The order of the keywords usually doesn't matter, the following scripts are equal:

                .ANGULO 93.0 
                .TOKEN ALE_GORIA 
                .BANDO ALEMAN 
                .HTIP SOLD 

and:

                .BANDO ALEMAN
                .HTIP SOLD   
                .TOKEN ALE_GORIA 
                .ANGULO 93.0

Below is an example of a decrypted .mis file, the Training 1 .mis file:

# TU01.MIS transfered to TXT by jinshengmao (jinshengmao@sina.com)
# begin
[
    .MANUAL_LIBRETA Manual_Libreta_TU01.msb #defines the corresponding .msb file
    .VISORES
    [
        #indicates the cameras starting point
    ]
    .MUSICA
    [
        #defines the ingame music
    ]
    .BRIEFING
    [
        #defines the corresponding .bri file
    ]
    .MUNDO
    [
        .FILE_GRUPOS_SCRIPT TU01.GSC    #defines the corresponding .gsc file
        .INTENDENCIA
        [
            .LISTAS_BICHOS
            (
                #defines key characters
            )
            .FLAGS
            (
                #defines event triggers
            )
            .FINMISION
            [
                #defines mission ending conditions
            ]
            .INFOJUG
            [
                #defines the objectives
            ]
            .REGLAS
            (
                #defines the rules for events to be triggered
            )
            .ZONAS
            (
                #defines areas where events will be triggered
            )
        ]
        .BICHOS
        (
            #defines the Objects available (Characters, items, animals, etc.)
        )
        .ENTES
        (
            #defines the patrols
        )
        .ZONASFLOTANTES
        (
            #defines special areas
        )
        .SONIDOSAMBIENTE
        (
            #defines ambient sounds in specific areas
        )
    ]
    .INTERFAZ
    [
        .SUBINTERFACES
        (
            #defines specific interface abilities
        )
        .MULTIPLE
        [
            #defines generic interface abilities
        ]
    ]
    .FICHEROS
    [
        #defines the corresponding .str file
    ]
    .BAS TU01.BAS    #defines the corresponding .bas file
]
# end

For details on how to modify this content, please check the tutorials below.