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Reformatting[message #360998] Sun, 23 August 2020 23:02 Go to previous 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.

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