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Enemy Item Drops .XML Not Working?[message #326936] Mon, 21 October 2013 04:06 Go to next message
Zundman7301 is currently offline Zundman7301

 
Messages:38
Registered:June 2005
Location: USA
Hey, all

I'm modifying enemy weapon/item drops in the .xml editor, but the changes don't seem be showing up in-game. The .ini file is set to allow the drops set in the .xml files. Has anyone else had a problem with this?

It's been over a year since I've seriously played 1.13. But in my last "stable" build, changing the drops worked fine.

I'm currently using build 6502.

Any help or input would be appreciated.

Thanks.

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Private 1st Class
Re: Enemy Item Drops .XML Not Working?[message #326939] Mon, 21 October 2013 10:02 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
At some point during the last year, Flugente changed the enemy drops to be rank dependant (admin, regular, elite) and the XML Editor hasn't been updated yet to reflect this. So you'll either have to rename GunChoices_Enemy_###.xml to EnemyGunChoices.xml and edit through the editor, or change the EnemyGunChoices.xml and copy it over the corresponding GunChoices_Enemy_###.xml

You could also wait for the XML Editor to be updated, but that will probably take a while, it requires me to rework the menus and it is something I hate doing.

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First Sergeant
Re: Enemy Item Drops .XML Not Working?[message #326985] Tue, 22 October 2013 18:50 Go to previous messageGo to next message
Zundman7301 is currently offline Zundman7301

 
Messages:38
Registered:June 2005
Location: USA
Ah, thanks. Your first solution seems workable enough. Thanks for the help.

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Private 1st Class
Re: Enemy Item Drops .XML Not Working?[message #327001] Tue, 22 October 2013 21:48 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
If you do end up reworking the menu's, I wonder if it would be possible to set up the option to open them kinda like the ini editor does where at least some files (imp items, drops, etc) are pulled from a dynamic list rather than static links. I am sure it would be more work up front, but with all the other additions and changes going on it might save future updates or at least minimize them.

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Master Sergeant
Re: Enemy Item Drops .XML Not Working?[message #327009] Wed, 23 October 2013 01:08 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
pheloncab
If you do end up reworking the menu's, I wonder if it would be possible to set up the option to open them kinda like the ini editor does where at least some files (imp items, drops, etc) are pulled from a dynamic list rather than static links. I am sure it would be more work up front, but with all the other additions and changes going on it might save future updates or at least minimize them.


Not sure I understand what you are asking. Do you want the editor to be able to accept a filename and display that?
If yes, I'm not sure if I can actually code that, or that if I do it will actually be usable (no relations, so if an unknown xml has a uiIndex which is linked to an item id, the editor will show the uiIndex, not the item's name).

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First Sergeant
Re: Enemy Item Drops .XML Not Working?[message #327011] Wed, 23 October 2013 03:16 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
I'm not sure on the feasibility either. I just know on the ini editor you can use a drop-down to change which ini your editing.

it seems to me if you could do that with the imp/enemy/militia inventory/drop xmls since they are similar in nature it might be nice, then you could edit multiple Mods by changing which file your using rather than having to close, edit the config and reopen.
it also would mean if they add a new xml file like that you could open it from the dropdown.

from your statement, the relationships are individually coded not linked like a database where the header would pull the correct data.



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Master Sergeant
Re: Enemy Item Drops .XML Not Working?[message #327019] Wed, 23 October 2013 10:23 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
pheloncab
I'm not sure on the feasibility either. I just know on the ini editor you can use a drop-down to change which ini your editing.

That equivalent is already there in the XML Editor, under the "Data set" ini setting. You can have 3 data sets, 1.13, AIMNAS and UC for example, and be able to choose which of the 3 data sets you wish to change. That does however use the full set, not a single XML.


pheloncab
it seems to me if you could do that with the imp/enemy/militia inventory/drop xmls since they are similar in nature it might be nice, then you could edit multiple Mods by changing which file your using rather than having to close, edit the config and reopen.
it also would mean if they add a new xml file like that you could open it from the dropdown.

What I will do (once I find the time) is to add a submenu on the Enemy Item Choices which has the 3 individual levels, similar to how you can show items->by class.

pheloncab
from your statement, the relationships are individually coded not linked like a database where the header would pull the correct data.

It is quite possible that if I try to explain something near midnight, I will fail. What I meant is that while I can make a relation between enemyitemchoices.xml->uiIndex and items.xml->uiIndex, I can't make a relation between unknown.xml->unknown_tag and items.xml->uiIndex
One could (possibly) make a function to read an unknown xml, and display it in a grid view, but unless one adds the ability to make relations on the fly, the xml data would be the only thing shown.

Let's take for example the backgrounds.xml file, which was one of the latest additions. It does have a uiIndex tag, which shouldn't be linked to anything. The MercProfiles.xml->usBackground should be linked with the Backgrounds.xml->uiIndex though, and show the tag instead of the uiIndex.

My knowledge of VB.NET isn't that good, so I have no idea how to allow reading of unknown xml files, while still allowing relations, so I will have to hardcode the relations instead.

P.S. I hope that trying to explain things before I had my coffee results in better explanations, though it is possible that I am still rambling...

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First Sergeant
Re: Enemy Item Drops .XML Not Working?[message #327030] Wed, 23 October 2013 16:22 Go to previous message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
JMich


pheloncab
from your statement, the relationships are individually coded not linked like a database where the header would pull the correct data.

It is quite possible that if I try to explain something near midnight, I will fail. What I meant is that while I can make a relation between enemyitemchoices.xml->uiIndex and items.xml->uiIndex, I can't make a relation between unknown.xml->unknown_tag and items.xml->uiIndex
One could (possibly) make a function to read an unknown xml, and display it in a grid view, but unless one adds the ability to make relations on the fly, the xml data would be the only thing shown.

Let's take for example the backgrounds.xml file, which was one of the latest additions. It does have a uiIndex tag, which shouldn't be linked to anything. The MercProfiles.xml->usBackground should be linked with the Backgrounds.xml->uiIndex though, and show the tag instead of the uiIndex.

My knowledge of VB.NET isn't that good, so I have no idea how to allow reading of unknown xml files, while still allowing relations, so I will have to hardcode the relations instead.

P.S. I hope that trying to explain things before I had my coffee results in better explanations, though it is possible that I am still rambling...



I got the gist on the first statement correct then. And I figured that would be the difficulty.
Thanks for the response, the info on sets and the hard work, I know the editor is 'less sexy' than the new features but especially when you get going with a good mod not being able to see the items to cross reference things really does make a big difference for many of us.


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Master Sergeant
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