MercStartingGear editor[message #270448]
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Sun, 16 January 2011 19:18
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Dansken |
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Messages:89
Registered:March 2007 Location: Norway |
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I have made a small Access application for creating multiple gearkits (NSGI), which has been updated for current releases (stable 7435, unstable 9365).
You can only view three kits side-by-side, but all five kits are configurable. Naming the gearkits and setting an absolute price is now supported.
It's available for download in case anyone else is interested, at least until the xml editor is brought up-to-date.
If you don't have MS Access installed, you will need to download the free Access 2010 Runtime from Microsoft. Install the 32-bit version (AccessRuntime.exe), even on 64-bit Windows.
Screenshot
Main Menu
Should works with any NSGI-compatible mod. Confirmed to work with
- 1.13 release 7435 (stable)
- 1.13 release 8684 (unstable)
For ease of use, place MercStartingGear_v1.8.accdr in your main Jagged Alliance 2 folder (where ja2.exe is located).
Step 1) Select XML folders (only necessary if you are running av mod)
Step 2) Import supporting XML-files
Step 3) Import MercStartingGear
Step 4) Configure gearkits as desired
Step 5) Export MercStartingGear
Version 1.8 is updated with correct folder definitions for AIMNAS Bigmaps.
Bugfix: Safely ignores an occational error introduced by "Save gearkit when swithcing to main menu". Please close gearkit window (or change merc) to save changes, instead of switching to the main menu.
Version 1.7 is updated with the latest skill descriptions from 8684 and adds a tooltip with item descriptions.
Bugfix: Save gearkit when switching to main menu instead of requiring you to close the gearkit window.
Bugfix: Gear Value is updated instantly when changing items.
As of version 1.6 it is no longer necessary to copy files around manually. The following XML-files are read from the correct folders:
- Armours.xml
- Items.xml
- LoadBearingEquipment.xml
- Magazines.xml
- Weapons.xml
- MercProfiles.xml
- MercStartingGear.xml
The folder paths are user definable, so you can make it work with custom installs or different mods.
changelog:
1.8 Safely ignore occational error introduced by "Save gearkit when switching to main menu". Please close gearkit window (or change merc) to save changes, instead of switching to the main menu. Updated defaults for AIMNAS Bigmaps.
1.7 Added item tooltip. Bugfix: Save gearkit when switching to main menu. Bugfix: Instantly show new Gear Value.
1.6 XML files are read from user-definable folders
1.5 Updated to new MercStartingGear.xml format
1.3 More resilient to changes in supporting xml-files
1.2 Updated to work with latest SVN xml files
1.1 Switch between categories of items to display: all, guns, explosives etc. New price calculation for a small speed improvement
1.0 Edit gear for everybody: AIM, MERC, RPC, NPC. Also includes alternative interface to enter item IDs directly.
0.9 Allows editing MERC starting gear as well as AIM gear
0.8 Converts MercStartingGear.xml with unix line endings to CrLf
0.7 Removed AimAvailability.xml dependency
0.6 Imports existing MercStartingGear.xml
0.5 Import support data from xml, should work with all NSGI-compatible mods
Download new version
Download previous version
[Updated on: Tue, 19 April 2022 18:13] Report message to a moderator
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Corporal 1st Class
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Re: MercStartingGear editor[message #270501]
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Mon, 17 January 2011 01:30
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Dansken |
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Messages:89
Registered:March 2007 Location: Norway |
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Got a new version with mercs sorted by name and ability to read most of the necessary xml-files. Now you can setup gearkits for any mod that support NSGI, not just 1.13 beta.
Unfortunately, there wasn't time to build a module that imports MercStartingGear.xml.
Option A)
Accept that the initial gearkits are strange (wrong item IDs). Those you change and new ones you define, will be OK. Manually copy those from the exported MercStartingGear.xml to the one that came with your mod.
Option B)
It's easy enough for me to include several initial MercStartingGear definitions to choose from, besides the default 1.13 beta.
Playing Wildfire? Load XML-files, choose "Start with Wildfire-gear" and you're good to go.
Playing Urban Chaos? Load XML-files, choose "Start with Urban Chaos-gear" and you're good to go.
For option B we need the mod authors permission to include MercStartingGear.xml in this utility, and I need a copy of the file.
Eventually, I'd like to build something that can parse MercStartingGear.xml automatically, but this will have to do for now.
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Corporal 1st Class
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Re: MercStartingGear editor[message #270521]
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Mon, 17 January 2011 12:37
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Buns |
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Messages:655
Registered:September 2010 |
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*lol* and I had spent the weekend with reworking all gearkits by text editing....
good job!
DanskenIn its present state, it only handles gear from the latest 1.13 beta. Contact me if you want me to configure it for another mod (Wildfire, etc). Would it be possible to have the respective files (items, merc starting gear, merc profiles) to be imported into Access? In this case it would work with any version, you just had to import your files manuelly. EDIT: to slow
[Updated on: Mon, 17 January 2011 12:38] by Moderator Report message to a moderator
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First Sergeant
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Re: MercStartingGear editor[message #270551]
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Mon, 17 January 2011 21:00
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JMich |
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Messages:546
Registered:January 2011 Location: Greece |
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Once again a big big thanks for all the work you've done.
A quick question though, which is propably a silly one, but still
I cannot find the AimAvailability.xml anywhere on my JA2 folder.
I have installed Tais' SCI for UC1.13, plus the update to 2.8, and I can't find the availability.xml file on any of the 4 data folders (Data, Data-1.13, Data-UC, Data-UC113NAS).
From what I remember from AIMNAS-WF, the files should exist on the Data-xxx\Tabledata, but since I do not have them, the editor refuses to work.
Looking a bit more, it seems that the UC SCI (SVN1251, MPSVN3740) does not contain those files, and if I use the ones from 1.13 SCI (SVN1256, MPSVN4011) it imports them, and then it gives error message "3376: The table 'AIM' does not exist". Since my office is greek, the message may not be exactly that, but I doubt language is the barrier here.
Hopefully, I will manage to figure it out, but either way Urban Chaos is not really supposed to have any starting gear on the mercs.
Edit: Before I start digging into this thing a bit more, is Urban Chaos 1.13 compatible with new starting gear or not? Because it is quite possible that lack of sleep and frustration in Port Kip has taken their toll on me and I'm making an ass out of myself.
[Updated on: Mon, 17 January 2011 21:10] by Moderator Report message to a moderator
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First Sergeant
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Re: MercStartingGear editor[message #270567]
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Mon, 17 January 2011 22:15
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JMich |
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Messages:546
Registered:January 2011 Location: Greece |
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Version I used was 0.6
If I copy the file (and AimAvailability.xml) to the data-1.13\tabledata, it works fine
If I move it to data-uc113nas\tabledata it complains about lack of aim table, and merc selection is empty. I thought it propably had something to do with MercStartingGear.xml, but moving the 1.13 to the UC one does not help, it still gives the same errors.
In which file should the AIM table be found, since I think it is neither in AimAvailability.xml nor on MercStartingGear.xml, so I guess it's on one of the others, but a bit tired to try and locate it now.
P.S. The suggestion I would make about missing xml files is to use the default ones, assuming of course that it can be programmed to do so, otherwise no biggy.
Edit: Thank you Wil473 for clarifying it, appreciate it
[Updated on: Mon, 17 January 2011 22:16] by Moderator Report message to a moderator
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First Sergeant
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Re: MercStartingGear editor[message #343161 is a reply to message #343153]
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Mon, 09 November 2015 07:12
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Scheinworld |
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Messages:960
Registered:December 2007 Location: Baltic Sea, Germany |
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Hi Dansken,
Yep. Excellent work and a public "Thank you!" here as well. :-)
I have a request for your MercStartingGear editor regarding this:
JMich wrote on Sun, 16 January 2011 19:26Still, excellent work, with the only 2 suggestions I have are to have the mercs appear alphabetically so they are a bit easier to find [...]
Dansken wrote on Sun, 16 January 2011 19:55Sorting the mercs alphabetically is probably better, they are sorted by salary now. [...]
Is it possible to have this alphabetic order as standard for the items(names) too?
At the moment they are sorted after coolness right(?) which is not so suitable I think and makes it quite hard to find a specific item.
Would it be even possible for you to build in multiple options (to have the choice) how mercs and items getting sorted? I would prefer two ways: 'alphabetic' and per 'Item ID' (maybe as possible third option after 'Price', forth after 'Coolness'...). That would make it much easier and even more comfortable to work with your editor and find the right equipment (and mercenary/character).
Thanks again for your work! Great tool!
Best regards; Schein...
[Updated on: Mon, 09 November 2015 08:03]
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"a mod is never finished, only releasable"
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Re: MercStartingGear editor[message #347980 is a reply to message #343221]
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Mon, 02 January 2017 19:46
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LoTeK_ |
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Messages:12
Registered:December 2013 Location: Italy |
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Hi, thanks for your efforts!
I am using SCI_Unstable_Revision_8347_on_GameDir_2350, will this work good with my files?
Is there a way to edit IMP starting gear too?
[Updated on: Mon, 02 January 2017 19:46] Report message to a moderator
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