mirror of
https://github.com/1dot13/source.git
synced 2026-08-19 14:20:30 +02:00
UB added missing subdirectory for Extra Items (#91)
added rhe missing subdirectory for Extra Items and moved existing files into the new subdirectory
This commit is contained in:
+76
@@ -0,0 +1,76 @@
|
|||||||
|
This is an old 1.13 Feature which seems to be hidden for Modders long time.
|
||||||
|
This feature has been reworked by Headrock
|
||||||
|
(edit: and since it got lost again, now revived)
|
||||||
|
|
||||||
|
-------------------------
|
||||||
|
XML filename format:
|
||||||
|
-------------------------
|
||||||
|
|
||||||
|
\tabledata\Map\ExtraItems\[SectorGrid]_[ZLevel]_ExtraItems_[DifficultyName].xml
|
||||||
|
|
||||||
|
Examples:
|
||||||
|
\TableData\Map\ExtraItems\A9_0_ExtraItems_Novice.xml -> for entering the A9 surface sector (Omerta) when playing novice difficulty.
|
||||||
|
|
||||||
|
(edit: -> underground-levels see [NOTE] below)
|
||||||
|
|
||||||
|
|
||||||
|
The following "DifficultyNames" are valid:
|
||||||
|
|
||||||
|
- Novice
|
||||||
|
- Experienced
|
||||||
|
- Expert
|
||||||
|
- Insane
|
||||||
|
|
||||||
|
|
||||||
|
-------------------------
|
||||||
|
XML content format:
|
||||||
|
-------------------------
|
||||||
|
|
||||||
|
<ExtraItems>
|
||||||
|
<Item>
|
||||||
|
<uiIndex>#</uiIndex>
|
||||||
|
<quantity>#</quantity>
|
||||||
|
<condition>#</condition>
|
||||||
|
<gridno>#</gridno>
|
||||||
|
<visible>#</visible>
|
||||||
|
</Item>
|
||||||
|
</ExtraItems>
|
||||||
|
|
||||||
|
|
||||||
|
-------------------------
|
||||||
|
XML notes:
|
||||||
|
-------------------------
|
||||||
|
|
||||||
|
- For clarity, uiIndex should always come first. However, I've set it so that the position of uiIndex
|
||||||
|
in the list is not relevant (so long as it exists). Most XMLs work that way, and I think that's fine.
|
||||||
|
|
||||||
|
- All other tags can come in any order.
|
||||||
|
|
||||||
|
- Quantity can be set to any number, but will only create an item (or more) if above 0.
|
||||||
|
Quantity of 0 or less will not crash the game, it simply won't create items.
|
||||||
|
If this tag is completely omitted, the game will create one item by default.
|
||||||
|
|
||||||
|
- Condition can be set to 1-100. If it is set outside these values, the item will not be created
|
||||||
|
(the game won't crash). If this tag is completely omitted, the item will have 100 condition.
|
||||||
|
|
||||||
|
- Gridno can be set to any positive number, including 0. However, if it is out of bounds,
|
||||||
|
the game will generate a screen message that it could not place the item, but will not crash the game.
|
||||||
|
Obviously, there is no rational default for this tag, so it must always be included.
|
||||||
|
|
||||||
|
- Visible can be set to 0 or 1. When 1, will create an item that is visible from the moment you enter the map.
|
||||||
|
Otherwise, a merc must spot the item by simple sight, like all other items on the map.
|
||||||
|
If this tag is omitted, the item is created with 0 visibility by default (must be spotted).
|
||||||
|
|
||||||
|
- if GridNo is at closed container (like a crate, furniture, etc.), visible should be set to 1 (hidden)
|
||||||
|
|
||||||
|
- random-items can also be used
|
||||||
|
|
||||||
|
- As I understand, that's happening in realtime. So it's probably advised to not overdo it
|
||||||
|
|
||||||
|
It's meant to add a few goodies (differing on which difficulty level we're at), not to replace the item-placement via mapeditor
|
||||||
|
|
||||||
|
- added a few example files to portrait the idea
|
||||||
|
|
||||||
|
[NOTE: It's a bummer, but it doesn't seem to work with underground-levels. That might be an old issue, at least all examples I found, even going back to v4870, also only had ground-level in use as well. So, for the time being, it only works on ground-level (using only 0 for level, like in "A9_0_ExtraItems_Novice.xml")]
|
||||||
|
|
||||||
|
(edited 22.08.2023)
|
||||||
+76
@@ -0,0 +1,76 @@
|
|||||||
|
This is an old 1.13 Feature which seems to be hidden for Modders long time.
|
||||||
|
This feature has been reworked by Headrock
|
||||||
|
(edit: and since it got lost again, now revived)
|
||||||
|
|
||||||
|
-------------------------
|
||||||
|
XML filename format:
|
||||||
|
-------------------------
|
||||||
|
|
||||||
|
\tabledata\Map\ExtraItems\[SectorGrid]_[ZLevel]_ExtraItems_[DifficultyName].xml
|
||||||
|
|
||||||
|
Examples:
|
||||||
|
\TableData\Map\ExtraItems\A9_0_ExtraItems_Novice.xml -> for entering the A9 surface sector (Omerta) when playing novice difficulty.
|
||||||
|
|
||||||
|
(edit: -> underground-levels see [NOTE] below)
|
||||||
|
|
||||||
|
|
||||||
|
The following "DifficultyNames" are valid:
|
||||||
|
|
||||||
|
- Novice
|
||||||
|
- Experienced
|
||||||
|
- Expert
|
||||||
|
- Insane
|
||||||
|
|
||||||
|
|
||||||
|
-------------------------
|
||||||
|
XML content format:
|
||||||
|
-------------------------
|
||||||
|
|
||||||
|
<ExtraItems>
|
||||||
|
<Item>
|
||||||
|
<uiIndex>#</uiIndex>
|
||||||
|
<quantity>#</quantity>
|
||||||
|
<condition>#</condition>
|
||||||
|
<gridno>#</gridno>
|
||||||
|
<visible>#</visible>
|
||||||
|
</Item>
|
||||||
|
</ExtraItems>
|
||||||
|
|
||||||
|
|
||||||
|
-------------------------
|
||||||
|
XML notes:
|
||||||
|
-------------------------
|
||||||
|
|
||||||
|
- For clarity, uiIndex should always come first. However, I've set it so that the position of uiIndex
|
||||||
|
in the list is not relevant (so long as it exists). Most XMLs work that way, and I think that's fine.
|
||||||
|
|
||||||
|
- All other tags can come in any order.
|
||||||
|
|
||||||
|
- Quantity can be set to any number, but will only create an item (or more) if above 0.
|
||||||
|
Quantity of 0 or less will not crash the game, it simply won't create items.
|
||||||
|
If this tag is completely omitted, the game will create one item by default.
|
||||||
|
|
||||||
|
- Condition can be set to 1-100. If it is set outside these values, the item will not be created
|
||||||
|
(the game won't crash). If this tag is completely omitted, the item will have 100 condition.
|
||||||
|
|
||||||
|
- Gridno can be set to any positive number, including 0. However, if it is out of bounds,
|
||||||
|
the game will generate a screen message that it could not place the item, but will not crash the game.
|
||||||
|
Obviously, there is no rational default for this tag, so it must always be included.
|
||||||
|
|
||||||
|
- Visible can be set to 0 or 1. When 1, will create an item that is visible from the moment you enter the map.
|
||||||
|
Otherwise, a merc must spot the item by simple sight, like all other items on the map.
|
||||||
|
If this tag is omitted, the item is created with 0 visibility by default (must be spotted).
|
||||||
|
|
||||||
|
- if GridNo is at closed container (like a crate, furniture, etc.), visible should be set to 1 (hidden)
|
||||||
|
|
||||||
|
- random-items can also be used
|
||||||
|
|
||||||
|
- As I understand, that's happening in realtime. So it's probably advised to not overdo it
|
||||||
|
|
||||||
|
It's meant to add a few goodies (differing on which difficulty level we're at), not to replace the item-placement via mapeditor
|
||||||
|
|
||||||
|
- added a few example files to portrait the idea
|
||||||
|
|
||||||
|
[NOTE: It's a bummer, but it doesn't seem to work with underground-levels. That might be an old issue, at least all examples I found, even going back to v4870, also only had ground-level in use as well. So, for the time being, it only works on ground-level (using only 0 for level, like in "A9_0_ExtraItems_Novice.xml")]
|
||||||
|
|
||||||
|
(edited 22.08.2023)
|
||||||
@@ -0,0 +1,76 @@
|
|||||||
|
This is an old 1.13 Feature which seems to be hidden for Modders long time.
|
||||||
|
This feature has been reworked by Headrock
|
||||||
|
(edit: and since it got lost again, now revived)
|
||||||
|
|
||||||
|
-------------------------
|
||||||
|
XML filename format:
|
||||||
|
-------------------------
|
||||||
|
|
||||||
|
\tabledata\Map\ExtraItems\[SectorGrid]_[ZLevel]_ExtraItems_[DifficultyName].xml
|
||||||
|
|
||||||
|
Examples:
|
||||||
|
\TableData\Map\ExtraItems\A9_0_ExtraItems_Novice.xml -> for entering the A9 surface sector (Omerta) when playing novice difficulty.
|
||||||
|
|
||||||
|
(edit: -> underground-levels see [NOTE] below)
|
||||||
|
|
||||||
|
|
||||||
|
The following "DifficultyNames" are valid:
|
||||||
|
|
||||||
|
- Novice
|
||||||
|
- Experienced
|
||||||
|
- Expert
|
||||||
|
- Insane
|
||||||
|
|
||||||
|
|
||||||
|
-------------------------
|
||||||
|
XML content format:
|
||||||
|
-------------------------
|
||||||
|
|
||||||
|
<ExtraItems>
|
||||||
|
<Item>
|
||||||
|
<uiIndex>#</uiIndex>
|
||||||
|
<quantity>#</quantity>
|
||||||
|
<condition>#</condition>
|
||||||
|
<gridno>#</gridno>
|
||||||
|
<visible>#</visible>
|
||||||
|
</Item>
|
||||||
|
</ExtraItems>
|
||||||
|
|
||||||
|
|
||||||
|
-------------------------
|
||||||
|
XML notes:
|
||||||
|
-------------------------
|
||||||
|
|
||||||
|
- For clarity, uiIndex should always come first. However, I've set it so that the position of uiIndex
|
||||||
|
in the list is not relevant (so long as it exists). Most XMLs work that way, and I think that's fine.
|
||||||
|
|
||||||
|
- All other tags can come in any order.
|
||||||
|
|
||||||
|
- Quantity can be set to any number, but will only create an item (or more) if above 0.
|
||||||
|
Quantity of 0 or less will not crash the game, it simply won't create items.
|
||||||
|
If this tag is completely omitted, the game will create one item by default.
|
||||||
|
|
||||||
|
- Condition can be set to 1-100. If it is set outside these values, the item will not be created
|
||||||
|
(the game won't crash). If this tag is completely omitted, the item will have 100 condition.
|
||||||
|
|
||||||
|
- Gridno can be set to any positive number, including 0. However, if it is out of bounds,
|
||||||
|
the game will generate a screen message that it could not place the item, but will not crash the game.
|
||||||
|
Obviously, there is no rational default for this tag, so it must always be included.
|
||||||
|
|
||||||
|
- Visible can be set to 0 or 1. When 1, will create an item that is visible from the moment you enter the map.
|
||||||
|
Otherwise, a merc must spot the item by simple sight, like all other items on the map.
|
||||||
|
If this tag is omitted, the item is created with 0 visibility by default (must be spotted).
|
||||||
|
|
||||||
|
- if GridNo is at closed container (like a crate, furniture, etc.), visible should be set to 1 (hidden)
|
||||||
|
|
||||||
|
- random-items can also be used
|
||||||
|
|
||||||
|
- As I understand, that's happening in realtime. So it's probably advised to not overdo it
|
||||||
|
|
||||||
|
It's meant to add a few goodies (differing on which difficulty level we're at), not to replace the item-placement via mapeditor
|
||||||
|
|
||||||
|
- added a few example files to portrait the idea
|
||||||
|
|
||||||
|
[NOTE: It's a bummer, but it doesn't seem to work with underground-levels. That might be an old issue, at least all examples I found, even going back to v4870, also only had ground-level in use as well. So, for the time being, it only works on ground-level (using only 0 for level, like in "A9_0_ExtraItems_Novice.xml")]
|
||||||
|
|
||||||
|
(edited 22.08.2023)
|
||||||
Reference in New Issue
Block a user