Question about ITEM Modding[message #330891]
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Thu, 27 February 2014 11:30
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SHarper |
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Messages:11
Registered:February 2013 |
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Hello,
I stumbled across the latest builds, especially the food System.
So i started to work with the XML Editor and the Merging System,
my intention was to enable some kind of "crafting".
I'm already done with the Cooking-Equipment and now i start with some cooking recipes.
While modding and editing around i thought of some may useful stuff for example:
"Improvised Bandage"
You take a "Rag" an an Bottle of Alcohol and you get an
improvised Bandage, which you can use as "first aid kit"
This is quite easy to realize but i tried to find an option
to restrict the Improvised Bandage to a "One time use only"
OR at least to restrict it to bandage a max of 15HP.
I didn't find any option to realize that.
I thought about several ways to realize this:
The Merge create a "First Aid Kit" which is not "filled" completely
(Is there a way to define the ITEM Status after a merge ?)
I create a new Item which has a smaller "Status"
(like Drink/Food Points)
May someone has an Idea how to realize it, i will try to look at the SVN Source-Codes an try to find it myself but i would appreciate your help very much.
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Re: Question about ITEM Modding[message #331530]
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Thu, 27 March 2014 23:22 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Deleted. |
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Messages:2656
Registered:December 2012 Location: Russian Federation |
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@S.Harper
As for performance issues, I think it's not about CPU speed, it mostly depends on the proper programming technique.
For those mentioned class-related merges - they could be done in two ways:
1. Define number of hard-coded conditions (all 'cloth' tagged items)
2. Add tag 'merge class' to items.xml:
for example, all clothes have merge class 1, all knives have merge class 2, then define new merge
, , , etc..
Those class tags could be simple numbers or bitmasks, each way has it's own advantages and disadvantages.
I can help with testing your crafting system, when (and if it will be implemented.
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Re: Question about ITEM Modding[message #331538]
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Fri, 28 March 2014 09:05 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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SHarper |
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Messages:11
Registered:February 2013 |
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i've started yesterday and i only used the "item->class" (lookup table itemClass.xml)
But i found out that this does not work as intended, for example if you would like
to create a new class merge based on food, you have to use foodtype tag from the items.xml
(itemClass is MISC like the Handcuffs, which for example would mean you can merge 2 Handcuffs and Get a new MEAL, yeah i like eating handcuffs for breakfast)
To Add a TAG in items.xml seems to work (if there is none its set to 0) so don't use the class 0
in SpecialMerges .... or else ...
I although tried to make the "treat armor merges" class based, but this is kind of tricky because the only chance is to find the corresponding item by Name not by Index. (so this will be moved to the "maybe next time-List" (its possible but may throw some errors in localized versions)
At least the cloth on knife stuff does work for now just with a max of 2 Resulting Items (i have to handle the "not enough space issue, i may be able to use it from the item transformation part)
If my work continues this well i maybe able to commit an early version on Sunday.
@DEPRI: the extra loop is only called if you MERGE things, you just have to loop through the SpecialMerges , due to the class based merges the SpecialMerges list is a lot shorter then the actual Merges.xml which means it should work faster.
in my early version its slower because both lists are called.
Well the extra Item Tag increases the Volume of the ITEM.XML
But give the ITEM TAGs a close look, there is just every fu*ing thing in an extra tag (round about 210 possible Tags)
one more will may slow the item system down by what 0,5% at max)
[Updated on: Fri, 28 March 2014 09:17] by Moderator Report message to a moderator
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