crafts:
# [=] Barracuda [=] <1st Fighter>
- type: STR_BARRACUDA
sprite: 3
fuelMax: 800
damageMax: 120
speedMax: 2400
accel: 3
weapons: 2
costRent: 600000
forceShowInMonthlyCosts: true
costBuy: 600000
refuelRate: 50
transferTime: 96
score: 250
maxAltitude: 3
weapons: 4
weaponTypes:
- [1, 3]
- [3]
- [2]
- [2]
crafts:
...
- type: STR_BARRACUDA
# sprite: 3 # Side remark: That one usually doesn't work for sub mods so well. Especially once you use indices that are higher than the standard xcom1/xcom2 set.
...
weapons: 2 # duplicate
...
weapons: 4
weaponTypes:
- [1, 3]
- [3]
- [2]
- [2]
Code: [Select]# sprite: 3 # Side remark: That one usually doesn't work for sub mods so well. Especially once you use indices that are higher than the standard xcom1/xcom2 set.
You should probably use a ruleset validator that looks for duplicates. Pedro's at IDT is pretty good if the normal ruleset validator doesn't find them.
Could you elaborate on:
My next step was to add images for at least 12 new craft equipment I'd setup. Can the number of new sprites not exceed the original set and must instead overwrite them?
I'm creating a stand-alone mod for TFTD, is that a sub mod? Or is it a sub mod only when it is a mod for another mod?
Example:
Solarius Scorch's 'The X-Com Files (https://openxcom.org/forum/index.php/board,21.0.html)' (Base Mod)
8mono's 'XCom Files Arsenal Additions (https://openxcom.org/forum/index.php/topic,9722.0.html)' (Sub Mod)
sprite: {mod: XCF, index: 50}
Unfortunately the ruleset validator is for Visual Studio Code (https://en.wikipedia.org/wiki/Visual_Studio_Code) and I'm using Xed (https://en.wikipedia.org/wiki/Xed) so I don't believe that is currently an option for me.VS Code works really good for Linux, I use it almost all the time. Sometimes I use mousepad and bash to do specific things.
I couldn't find Pedro's ruleset validator on the IDT Modding Hub, could you provide a link? (Or do you mean Pedroterzero himself?)
Technically your mod is a submod to the master xcom2 (TFTD), so it's also a submod. But there is a difference if you make a mod like XCom Files Arsenal Additions for The X-Com Files. There is a batch of IDs (https://www.ufopaedia.org/index.php/Ruleset_Vanilla_IDs_(OpenXcom)) for xcom1 and xcom2 that always exist. That's also a reason why your bigobs start at index 100 or so, so you do not disturb the 0..65 range.
Your Barracuda is using the vanilla ID 3, so a reference for it works fine. If XCF had a craft STR_SOME_CRAFT using a sprite: 50 and a submod for XCF copied the entry for STR_SOME_CRAFT, the game wouldn't know where to look. If I recall correctly evenCode: [Select]sprite: {mod: XCF, index: 50}
wouldn't work. If you want to modify the STR_SOME_CRAFT in a submod you are better off just leaving the sprite info completely out and only modify whatever you wanted (f. ex. damageMax). That's what the comment referred to.
VS Code works really good for Linux, I use it almost all the time. Sometimes I use mousepad and bash to do specific things.
And yes, I talk about the oxce-yaml-helper written by pedroterzero. The validator found a ton of issues and it is really a great tool. You can checkout the pins of the #vscode-ruleset-tools channel in the IDT discord (https://discord.gg/QGGkax7).
Microsoft makes very functional software,I lol'd. :D
Microsoft makes very functional software, however 'Embrace, extend, and extinguish (https://en.wikipedia.org/wiki/Embrace,_extend,_and_extinguish)'.I feel like using any Microsoft product on any Unix system is the ultimate insult to EEE policy.
I don't enjoy the game they play, so I try to limit my reliance on their products when possible.