OpenXcom Forum
Modding => OXCE Suggestions NEW => OpenXcom Extended => OXCE Suggestions OK => Topic started by: Alex_D on November 22, 2020, 09:21:57 pm
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I'd like to propose something for battlescape items. A way to override the default costs for item movements from one inventory slot to another (or the ground). Example:
item:
- type: STR_CUSTOM_JACKET #some silly example
custominvscosts:
STR_GROUND: 999
STR_BACK_PACK: 999
STR_BELT: 18
STR_LEFT_HAND: 14
STR_LEFT_LEG: 16
STR_LEFT_SHOULDER: 22
STR_RIGHT_HAND: 14
STR_RIGHT_LEG: 16
STR_RIGHT_SHOULDER: 22
STR_WEAR: 100
STR_WEAR_HEAD: 999
STR_WEAR_NECK: 999
If a invs slot is not declared, the values are by default. If the item is on the same sloth then nothing happens, as it is currently.
This way certain items can only be equipped or removed during the pre-battle screen or at the base under craft equipment, and not during a battle.
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How about:
item:
- type: STR_CUSTOM_JACKET #some silly example
cannotMoveDuringBattle: true
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How about:
item:
- type: STR_CUSTOM_JACKET #some silly example
cannotMoveDuringBattle: true
Yes, that might work, in a more simplified way (One single value). The proposed system might have more flexibility but it's much more convoluted.
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would " cannotMoveDuringBattle: true" allow for smaller items to reposition within the slot? Example a 1x2 item that can be moved from one corner of the backpack to another.
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would " cannotMoveDuringBattle: true" allow for smaller items to reposition within the slot? Example a 1x2 item that can be moved from one corner of the backpack to another.
no, the implementation idea is to not allow selecting the item at all
(which is much simpler than custom movement costs)
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no, the implementation idea is to not allow selecting the item at all
(which is much simpler than custom movement costs)
Roger that. Thus, it's another case for the modder needs to warn the player properly :)
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Another way I could see this could be done is add "moveCostMultipler", this will be one value that multiplicate normal move cost.
At least will be easier to handle by modders than declaring long list of all possible slots that could change, not mention that move cost should be `slot x slot` combinations.