| Reformatting[message #360998]
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Sun, 23 August 2020 23:02
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SinMachina |
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Messages:48
Registered:August 2020 |
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So, instead of having, for example, MercProfile.XML looking like this:
<uiIndex>0</uiIndex>
<Type>1</Type>
<zName>Barry Unger</zName>
<zNickname>Barry</zNickname>
<ubFaceIndex>0</ubFaceIndex>
<usVoiceIndex>0</usVoiceIndex>
<usEyesX>10</usEyesX>
<usEyesY>8</usEyesY>
<usMouthX>7</usMouthX>
<usMouthY>28</usMouthY>
<uiEyeDelay>0</uiEyeDelay>
<uiMouthDelay>0</uiMouthDelay>
<uiBlinkFrequency>3000</uiBlinkFrequency>
<uiExpressionFrequency>2000</uiExpressionFrequency>
<PANTS>TANPANTS</PANTS>
<VEST>BLUEVEST</VEST>
<SKIN>PINKSKIN</SKIN>
<HAIR>BLACKHEAD</HAIR>
<bSex>0</bSex>
<ubBodyType>0</ubBodyType>
<uiBodyTypeSubFlags>0</uiBodyTypeSubFlags>
<bAttitude>0</bAttitude>
<bCharacterTrait>5</bCharacterTrait>
<bDisability>4</bDisability>
<ubNeedForSleep>8</ubNeedForSleep>
<bReputationTolerance>36</bReputationTolerance>
<bDeathRate>22</bDeathRate>
<bLifeMax>82</bLifeMax>
<bLife>82</bLife>
<bStrength>80</bStrength>
<bAgility>72</bAgility>
<bDexterity>87</bDexterity>
<bWisdom>91</bWisdom>
<bMarksmanship>70</bMarksmanship>
<bExplosive>92</bExplosive>
<bLeadership>29</bLeadership>
<bMedical>20</bMedical>
<bMechanical>44</bMechanical>
<bExpLevel>2</bExpLevel>
<bEvolution>0</bEvolution>
<bOldSkillTrait>3</bOldSkillTrait>
<bOldSkillTrait2>1</bOldSkillTrait2>
<bNewSkillTrait1>8</bNewSkillTrait1>
<bNewSkillTrait2>17</bNewSkillTrait2>
<bNewSkillTrait3>0</bNewSkillTrait3>
<bBuddy1>11</bBuddy1>
<bBuddy2>255</bBuddy2>
<bBuddy3>255</bBuddy3>
<bBuddy4>255</bBuddy4>
<bBuddy5>255</bBuddy5>
<bLearnToLike>255</bLearnToLike>
<bLearnToLikeTime>0</bLearnToLikeTime>
<bHated1>255</bHated1>
<bHatedTime1>0</bHatedTime1>
<bHated2>255</bHated2>
<bHatedTime2>0</bHatedTime2>
<bHated3>255</bHated3>
<bHatedTime3>0</bHatedTime3>
<bHated4>255</bHated4>
<bHatedTime4>0</bHatedTime4>
<bHated5>255</bHated5>
<bHatedTime5>0</bHatedTime5>
<bLearnToHate>255</bLearnToHate>
<bLearnToHateTime>0</bLearnToHateTime>
<bRace>0</bRace>
<bNationality>16</bNationality>
<bAppearance>3</bAppearance>
<bAppearanceCareLevel>0</bAppearanceCareLevel>
<bRefinement>0</bRefinement>
<bRefinementCareLevel>0</bRefinementCareLevel>
<bHatedNationality>-1</bHatedNationality>
<bHatedNationalityCareLevel>0</bHatedNationalityCareLevel>
<bRacist>0</bRacist>
<bSexist>3</bSexist>
<sSalary>700</sSalary>
<uiWeeklySalary>3400</uiWeeklySalary>
<uiBiWeeklySalary>5500</uiBiWeeklySalary>
<bMedicalDeposit>0</bMedicalDeposit>
<sMedicalDepositAmount>0</sMedicalDepositAmount>
<usOptionalGearCost>1859</usOptionalGearCost>
<bArmourAttractiveness>20</bArmourAttractiveness>
<bMainGunAttractiveness>11</bMainGunAttractiveness>
<fGoodGuy>0</fGoodGuy>
<usApproachFactorFriendly>100</usApproachFactorFriendly>
<usApproachFactorDirect>110</usApproachFactorDirect>
<usApproachFactorThreaten>100</usApproachFactorThreaten>
<usApproachFactorRecruit>80</usApproachFactorRecruit>
<sSectorX>0</sSectorX>
<sSectorY>0</sSectorY>
<sSectorZ>0</sSectorZ>
<ubCivilianGroup>0</ubCivilianGroup>
<bTown>0</bTown>
<bTownAttachment>0</bTownAttachment>
<usBackground>255</usBackground>
With all the values and flags touching, making c&p into a spreadsheet ugly and ineffectual, I'm working on reformatting it to look like this:
<uiIndex > 0 </uiIndex > <!-- !-->
<Type > 1 </Type > <!-- !-->
<zName > Barry Unger </zName > <!-- !-->
<zNickname > Barry </zNickname > <!-- !-->
<ubFaceIndex > 0 </ubFaceIndex > <!-- !-->
<usVoiceIndex > 0 </usVoiceIndex > <!-- !-->
<usEyesX > 10 </usEyesX > <!-- !-->
<usEyesY > 8 </usEyesY > <!-- !-->
<usMouthX > 7 </usMouthX > <!-- !-->
<usMouthY > 28 </usMouthY > <!-- !-->
<uiEyeDelay > 0 </uiEyeDelay > <!-- !-->
<uiMouthDelay > 0 </uiMouthDelay > <!-- !-->
<uiBlinkFrequency > 3000 </uiBlinkFrequnecy > <!-- !-->
<uiExpressionFrequency > 2000 </uiExpressionFrequency > <!-- !-->
<PANTS > TANPANTS </PANTS > <!-- !-->
<VEST > BLUEVEST </VEST > <!-- !-->
<SKIN > PINKSKIN </SKIN > <!-- !-->
<HAIR > BLACKHEAD </HAIR > <!-- !-->
<bSex > 0 </bSex > <!-- Mail !-->
<ubBodyType > 0 </ubBodyType > <!-- Normal !-->
<uiBodyTypeSubFlags > 0 </uiBodyTypeSubFlags > <!-- !-->
<bAttitude > 0 </bAttitude > <!-- Normal !-->
<bCharacterTrait > 5 </bCharacterTrait > <!-- Intellectual !-->
<bDisability > 4 </bDisability > <!-- Non-Swimmer !-->
<ubNeedForSleep > 8 </ubNeedForSleep > <!-- !-->
<bReputationTolerance > 36 </bReputationTolerance > <!-- !-->
<bDeathRate > 22 </bDeathRate > <!-- !-->
<bLifeMax > 82 </bLifeMax > <!-- !-->
<bLife > 82 </bLife > <!-- !-->
<bStrength > 80 </bStrength > <!-- !-->
<bAgility > 72 </bAgility > <!-- !-->
<bDexterity > 87 </bDexterity > <!-- !-->
<bWisdom > 91 </bWisdom > <!-- !-->
<bMarksmanship > 70 </bMarksmanship > <!-- !-->
<bExplosive > 92 </bExplosive > <!-- !-->
<bLeadership > 29 </bLeadership > <!-- !-->
<bMedical > 20 </bMedical > <!-- !-->
<bMechanical > 44 </b Mechanical > <!-- !-->
<bExpLevel > 2 </bExpLevel > <!-- !-->
<bEvolution > 0 </bEvolution > <!-- Normal !-->
<bOldSkillTrait > 3 </bOldSkillTrait > <!-- Electronics !-->
<bOldSkillTrait2 > 1 </bOldSkillTrait2 > <!-- Lockpicking !-->
<bNewSkillTrait1 > 8 </bNewSkillTrait1 > <!-- Technician !-->
<bNewSkillTrait2 > 17 </bNewSkillTrait2 > <!-- Demolitions !-->
<bNewSkillTrait3 > 0 </bNewSkillTrait3 > <!-- !-->
<bNewSkillTrait4 > </bNewSkillTrait4 > <!-- !-->
<bBuddy1 > 11 </bBuddy1 > <!-- Red !-->
<bBuddy2 > 255 </bBuddy2 > <!-- !-->
<bBuddy3 > 255 </bBuddy3 > <!-- !-->
<bBuddy4 > 255 </bBuddy4 > <!-- !-->
<bBuddy5 > 255 </bBuddy5 > <!-- !-->
<bLearnToLike > 255 </bLearnToLike > <!-- !-->
<bLearnToLikeTime > 0 </bLearnToLikeTime > <!-- !-->
<bHated1 > 255 </bHated1 > <!-- !-->
<bHatedTime1 > 0 </bHatedTime1 > <!-- !-->
<bHated2 > 255 </bHated2 > <!-- !-->
<bHatedTime2 > 0 </bHatedTime2 > <!-- !-->
<bHated3 > 255 </bHated3 > <!-- !-->
<bHatedTime3 > 0 </bHatedTime3 > <!-- !-->
<bHated4 > 255 </bHated4 > <!-- !-->
<bHatedTime4 > 0 </bHatedTime4 > <!-- !-->
<bHated5 > 255 </bHated5 > <!-- !-->
<bHatedTime5 > 0 </bHatedTime5 > <!-- !-->
<bLearnToHate > 255 </bLearnToHate > <!-- !-->
<bLearnToHateTime > 0 </bLearnToHateTime > <!-- !-->
<bRace > 0 </bRace > <!-- White !-->
<bNationality > 16 </bNationality > <!-- Hungarian !-->
<bAppearance > 3 </bAppearance > <!-- Attractive !-->
<bAppearanceCareLevel > 0 </bAppearanceCareLevel > <!-- None !-->
<bRefinement > 0 </bRefinement > <!-- Average !-->
<bRefinementCareLevel > 0 </bRefinementCareLevel > <!-- None !-->
<bHatedNationality > -1 </bHatedNationality > <!-- None !-->
<bHatedNationalityCareLevel > 0 </bHatedNationalityCareLevel > <!-- None !-->
<bRacist > 0 </bRacist > <!-- None !-->
<bSexist > 3 </bSexist > <!-- Gentlemen !-->
<sSalary > 700 </sSalary > <!-- !-->
<uiWeeklySalary > 3400 </uiWeeklySalary > <!-- !-->
<uiBiWeeklySalary > 5500 </uiBiWeeklySalary > <!-- !-->
<bMedicalDeposit > 0 </bMedicalDeposit > <!-- No Deposit !-->
<sMedicalDepositAmount > 0 </bMedicalDepositAmount > <!-- !-->
<usOptionalGearCost > 1859 </usOptionalGearCost > <!-- !-->
<bArmorAttractiveness > 20 </bArmourAttractiveness > <!-- !-->
<bMainGunAttractiveness > 11 </bMainGunAttractiveness > <!-- !-->
<fGoodGuy > 0 </fGoodGuy > <!-- No !-->
<usApproachFactorFriendly > 100 </usApproachFactorFriendly > <!-- !-->
<usApproachFactorDirect > 110 </usApproachFactorDirect > <!-- !-->
<usApproachFactorThreaten > 100 </usApproachFactorThreaten > <!-- !-->
<sApproachFactorRecruit > 80 </usApproachFactorRecruit > <!-- !-->
<sSectorX > 0 </sSectorX > <!-- !-->
<sSectorY > 0 </sSectorY > <!-- !-->
<sSectorZ > 0 </sSectorZ > <!-- !-->
<ubCivilianGroup > 0 </ubCCivilianGroup > <!-- !-->
<bTown > 0 </bTown > <!-- !-->
<bTownAttachment > 0 </bTownAttachment > <!-- !-->
<usBackground > 255 </usBackground > <!-- !-->
which when c&p into a spreadsheet program puts each character group into its own cell, for easy sorting and value editing.
I'm currently working the most on MercProfiles, but plan on doing Items.XML, MercStartingGear.XML, and eventually Weapon.XML Armor.XML and Ammo.XML .
With that said, and with how difficult / inactive new editor work is, is this a possible replacement stop-gap for that work? Is this something that people would like / use?
I can see this being used when new revisions are out to better speed up re-editing to player preferred values. Also with modders not having to look up what each value means in Items and Weapons.
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Corporal
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