Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » New Feature: Upgradeable Robot
New Feature: Upgradeable Robot[message #364403]
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Thu, 03 March 2022 09:33
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rftr |
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Messages:32
Registered:August 2020 |
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https://www.youtube.com/v/ZdTvJYUjl0c
What is this?
I think that Madlab's Robot sees very little use, especially considering the mercs that are fighting for a spot on your team. This feature gives the robot a limited inventory and allows you to attach specific items to it in order to increase its utility.
How do I play with this feature?
You will need to be playing with the new inventory system enabled (this is set at campaign start).
Set this to true in your JA2_Options.ini:
This is available at r9338 and gamedir r2642.
What's new?
As I mentioned above, the robot now has an inventory that is only accessible from the strategic view (ie, the map screen). Unlike the rest of your team, the robot's inventory is unique and only has a few slots. These are:
- Installed Weapon: as before, you can't change the robot's weapon.
- Reserve Ammo: the robot can now carry its own extra ammunition. You must place ammo that fits in the robot's weapon.
- Targeting Upgrade: items that affect the robot's accuracy and vision go here.
- Chassis Upgrade: items that affect the robot's durability and overall performance go here.
- Utility Upgrade: miscellaneous items go here.
- Storage: one of any item (excluding ammo) can be placed here. It will not affect the robot's stats or performance.
What can I fit to the robot?
By default...
Toggle SpoilerTargeting Upgrades:
- laser sights (robot gets laser bonus as if it were attached to its weapon)
- night vision goggles (low-light vision bonus)
Chassis Upgrades:
- camouflaged vests (camo bonus)
- ceramic plates (damage reduction)
- rod & spring (bonus stats)
Utility Upgrades:
- metal detector (flag mines automatically)
- cleaning kit (prevent weapon degradation)
- radio set (robot can use a radio set as if it was a radio operator)
- x-ray detector (scan for enemies in combat)
Maybe more in the future!
XML info and how it works
There are a few new tags that are present in Items.xml:
<RobotDamageReduction> - the incoming damage modifier to the robot. 1.0 means 100% damage taken, 0.9 means 90% damage taken, etc. Item can be placed in the Chassis slot.
<RobotStrBonus> - a flat strength bonus to the robot. Item can be placed in the Chassis slot.
<RobotAgiBonus> - a flat agility bonus to the robot. Item can be placed in the Chassis slot.
<RobotDexBonus> - a flat dexterity bonus to the robot. Item can be placed in the Chassis slot.
<RobotTargetingSkillGrant> - gives the robot the specified skill trait (New Trait System only - see MercProfiles.xml) as long as the item is attached. Item can be placed in the Targeting slot.
<RobotChassisSkillGrant> - gives the robot the specified skill trait (New Trait System only - see MercProfiles.xml) as long as the item is attached. Item can be placed in the Chassis slot.
<RobotUtilitySkillGrant> - gives the robot the specified skill trait (New Trait System only - see MercProfiles.xml) as long as the item is attached. Item can be placed in the Utility slot.
<ProvidesRobotCamo> - if enabled, the item's <CamoBonus>, <UrbanCamoBonus>, <DesertCamoBonus>, and <SnowCamoBonus> bonuses are applied to the robot. Item can be placed in the Chassis slot.
<ProvidesRobotNightVision> - if enabled, the item's <NightVisionRangeBonus> and <CaveVisionRangeBonus> bonuses are applied to the robot. Item can be placed in the Targeting slot.
<ProvidesRobotLaserBonus> - if enabled, the item's <BestLaserRange> bonus is applied to the robot when firing. Item can be placed in the Targeting slot.
<RobotDamageReduction>, <ProvidesRobotCamo>, or at least one of <RobotStrBonus>, <RobotAgiBonus>, and <RobotDexBonus> each allow the item to be attached to the chassis slot.
<ProvidesRobotNightVision> and <ProvidesRobotLaserBonus> allow the item to be attached to the targeting slot.
The SkillGrant tags allow the item to be equipped to their respective slots.
The existing <MetalDetector> and <XRay> tags allow the item to go into the utility slot.
An <ItemFlag> of 2048 is recognised as a CLEANING_KIT in code, and allows the item to go into the utility slot as a cleaning kit.
An <ItemFlag> of 33554432 is recognised as a RADIO_SET in code, and allows the item to go into the utility slot as a radio set.
What if I make a super-upgrade with every single tag?
It'll grant all of the bonuses for the slot you place it in. The UI will only list one of the bonuses, though.
This feature is savegame compatible and can be enabled mid-campaign.
[Updated on: Mon, 21 March 2022 19:34] Report message to a moderator
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