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Extra Sector Items xmlIs there a catch?; Sat, 12 December 2020 07:49Found this explanation in "Docs"-Folder of an old 1.13:
This is an old 1.13 Feature which seems to be hidden for Modders long time.
This feature has been reworked by Headrock
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XML filename format:
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\tabledata\Map\[SectorGrid]_[ZLevel]_ExtraItems_[DifficultyName].xml
Examples:
\TableData\Map\A9_0_ExtraItems_Novice.xml -> for entering the A9 surface sector (Omerta) when playing novice difficulty.
\TableData\Map\D13_1_ExtraItems_Expert.xml -> for entering the first level of the Drassen Mine on Expert difficulty.
The following "DifficultyNames" are valid:
- Novice
- Experienced
- Expert
- Insane
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XML content format:
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<ExtraItems>
<Item>
<uiIndex>#</uiIndex>
<quantity>#</quantity>
<condition>#</condition>
<gridno>#</gridno>
<visible>#</visible>
</Item>
</ExtraItems>
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XML notes:
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- 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).
Did a quick test in Omerta, and it seems to be working. Items appear, no crash. But, since it's ancient, is there a catch? v1.13 XML Customization | 5 comments [RUS\ENG\DEU] STI Image Editor 1.0(Update 1); Thu, 10 December 2020 22:53A new version of Wizardry 8 has been released Tool 1.0.7.2840 "STI Image Editor" UC-1.13 and AFS-1.13 (v4.6, May 2019)usage of 8684/2576 instead of 8675/2575; Thu, 10 December 2020 04:37The threads for AFS-1.13 and UC-1.13, download links deadlinks are dead - anyone still play?; Tue, 08 December 2020 00:17It has been a few years and looking to get back into JA2 and mods. Hard drive crashed and came back here for a copy of SOG'69. Looks like the mod is dead/links are all dead. Anyone know where to get a copy? Background stat bonusMon, 07 December 2020 14:07I am playing the 8917 version, some backgrounds get stat boost like for example Hitman +3% Marksmanship or Athlete +8% dexterity, strenght and agility. "AimLevels" tag? Does it work, and what does it do?Apparently not what I'd would expect given the name; Sun, 06 December 2020 22:21What is the <AimLevels> tag supposed to do? pRestriction - Where is Restrictions.xml?Trying to create LBEs; Sat, 05 December 2020 17:21I'm trying to create a mortar shell carrying LBE (simply a variant of the old "grenade" thigh pouch), and studied the structure of the LBE-related files. They look quite straightforward, except the <pRestriction> tag, I can't find where it points to, there is no Restrictions.xml I can see. (And since the value seems to be binary and additive, I can't even infer from the existing examples. Which value do I need to put in if I want to restrict something to only mortar shells? How do I create a brand new restriction?) Could somebody please explain those "Items.xml" tags?For Stand/Crouch/Prone modifiers; Fri, 04 December 2020 17:30Could somebody please tell me what those tags of "Items.xml" actually do?
JA1/JA2/JA:DG/ JA:R! on sale todayTue, 01 December 2020 02:38Jagged Alliance ($1.19), Jagged Alliance 2 ($1.99), Jagged Alliance: Deadly Games ($1.19), and Jagged Alliance: Rage! ($5.77) are on sale at Good Old Games (gog.com)today if you want to pick up a copy cheap. Jagged Alliance 2 General | 0 commentsSomeone broke the old folding stock...All stick and no carrot; Mon, 30 November 2020 17:18Yes, I know somebody created the new, 2-item versions of folding stock and retractable stock, but somewhere in this process they also broke the old versions, which is a problem for compatibility, more so since the new versions aren't dropable or buyable, so weapons either have them or not. BTW Bobby Ray's still sells the old version, without any bonus. Use it if you like a free to-hit penalty... <ItemSizeBonus>-1</ItemSizeBonus> <PercentReadyTimeAPReduction>30</PercentReadyTimeAPReduction> Now of course somebody might argue that the reason the new twin stocks were created was that the original ones gave you an (almost) free bonus; But isn't this the case with most if not all attachments? It definitely isn't a reason to break the original versions. People, please don't break the old items when introducing new, improved versions. It took me a while to understand why things didn't work the same anymore (things didn't fit anymore). Of course I will upgrade my items to use the new stock where applicable, but sometimes it won't work, sometimes fitting a mobile stock has to remain a choice of the player, and this apparently requires using the old version. Just a heads up. v1.13 XML Customization | 2 comments The Bears PitEstablished 1999Recent PostMost viewedBest ratedNew MembersPages (756): [ « ‹ 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 › »] Current Time: Tue Jun 09 14:47:18 GMT+3 2026
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