Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Reformatting
Reformatting[message #360998] Sun, 23 August 2020 23:02 Go to next message
SinMachina is currently offline SinMachina

 
Messages:48
Registered:August 2020
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.

Report message to a moderator

Corporal
Re: Reformatting[message #360999 is a reply to message #360998] Mon, 24 August 2020 05:45 Go to previous message
Hawkeye is currently offline Hawkeye

 
Messages:2476
Registered:October 2005
Location: Australia
Something like this for inventories would help, especially if you can cross-reference items so you'd see their name rather than item number. That's why the old xml editor was popular, even more so because you could view graphics in it too.

Report message to a moderator

Lieutenant

Previous Topic: IMP starting equipment
Next Topic: How to get a new items to randomly drop when exploring
Goto Forum:
  


Current Time: Sun Jun 14 09:27:32 GMT+3 2026

Total time taken to generate the page: 0.01481 seconds