OpenXcom Forum
Modding => Help => Topic started by: Nirran on February 10, 2021, 08:13:21 pm
-
settings in items rul have elerium at 150 divisor,assuming if i lower it more elerium will be recovered?
also what rul file has the randomizedItems setting in map blocks?
and can point me to a script that fires at mission start>?
-
settings in items rul have elerium at 150 divisor,assuming if i lower it more elerium will be recovered?
You need to start asking questions with more context dude, we don't know what you're talking about...
For example, there is no divisor for Elerium in items.rul ...
- type: STR_ELERIUM_115
size: 0.1
costSell: 5000
weight: 3
bigSprite: 56
floorSprite: 37
invWidth: 1
invHeight: 1
recoveryPoints: 5
So, if you see something somewhere, it must be in some mod, and you must tell us what mod that is... otherwise we just can't help you.
also what rul file has the randomizedItems setting in map blocks?
It can be in any rul file, there are no limitations.
Again, probably incorrectly asked question.
and can point me to a script that fires at mission start>?
what?
-
my bad,new to forums and ocxe modding
You need to start asking questions with more context dude, we don't know what you're talking about...
For example, there is no divisor for Elerium in items.rul ...
I am running 'XCOM Multimod' and it has this in items rul with alien alloys,assumed it could be used for elerium as well
recoveryDividers:
STR_UFO: 10
STR_OTHER: 150
It can be in any rul file, there are no limitations.
Again, probably incorrectly asked question.
ah thought they would be standardized naming convention,guess not,i read about this setting in ocxe thread,figured it would be in a rul file,want to utilize it
what?
looking for a script offset that fires when mission is entered
-
1/ recoveryDividers can be used on any items marked with specialType (with specialType > 1 and specialType < 200)
Elerium is not a special item normally, but maybe in the XCOM Multimod it is.
More info: https://openxcom.org/forum/index.php/topic,6616.0.html
2/ There are many places that can be considered as beginning of a mission...
The script hooks currently available are:
a/ createUnit - runs when a new unit is created
b/ applySoldierBonuses - runs just after createUnit
c/ newTurnUnit - runs every turn... you can check if it's turn zero (or turn one, not sure) to perform the functionality only once
d/ createItem - runs when a new item is created
e/ newTurnItem - runs every turn... again, you can check if it's the first turn