Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - 4ppl354u53

Pages: [1]
1
Work In Progress / Re: Beginner Modding Help?
« on: November 23, 2018, 01:26:25 pm »
Hello and welcome to the fantastic world of OXC modding!

Instead of answering point by point, let me direct you straight to the source. Please familiarize yourself with this document, as it will give you a good overview of how things work. Of course feel free to ask questions.

Thanks, this is exactly what i was looking for.

2
Work In Progress / Beginner Modding Help?
« on: November 23, 2018, 12:33:53 pm »
Hey, I've been trying to get into modding Openxcom but have immediately run into something i don't quite get. When searching the forums for a way to learn someone (cant remember the post sorry) said the best way to make a beginner mod is to modify an existing one.

I've been wanting to add more melee weapons to the game so i started with NeoWorm's Alloy Sword mod (https://openxcom.org/forum/index.php/topic,2819.0.html) links never work for me but put here anyway

Opened the Ruleset in Notepad++ and had a look

First of all i noticed that i had to add "clipSize: -1" on the line beneath "tuMelee:" but i assume that might have been my fault at some point

also for people getting the

[ERROR]   failed to load 'AlloySword'; mod disabled for next startup
C:\Users\Ryan\Documents\OpenXcom\mods\AlloySword/Ruleset/AlloySword.rul: yaml-cpp: error at line 16, column 1: illegal tab when looking for indentation


error its because you pressed tab to line up the lines not press space 4 times (i know its weird)

BUT what thus long rambling post was meant to be getting to was: Can anyone tell me what each of the values are on the weapon? most are self explanatory but there are a few that I'm not sure about

List of ones on this weapon for reference:

- type: STR_ALLOY_SWORD
    requires:
      - STR_ALLOY_SWORD
    size: 0.1
    costSell: 15000
    weight: 2
    bigSprite: 60
    floorSprite: 80
    handSprite: 130
    power: 150
    strengthApplied: true
    damageType: 1
    accuracyMelee: 80
    tuMelee: 15
    clipSize: -1
    battleType: 3
    invWidth: 1
    invHeight: 3
    flatRate: true
    armor: 100
    skillApplied: true
    listOrder: 4510

My Guesses for what they are
- type: NAME
    requires:
      - Research requirement
    size: Cargo Space
    costSell: Profit from manufacture+sell?
    weight: Weight
    bigSprite: Sprite in HUD
    floorSprite: Sprite on floor
    handSprite: Sprite in hand
    power: Damage?
    strengthApplied: Strength added to damage?
    damageType: ? ? ?
    accuracyMelee: Accuracy (this value+soldier stat+accuracy?)
    tuMelee: Time units (Will be tuSnap if can shoot?)
    clipSize: Ammo when fully loaded (-1 for infinite/0 ammo, thanks crashing for letting me know)
    battleType: ? ? ?
    invWidth: space in inv (can make didproportionate?)
    invHeight: space in inv (can make didproportionate?)
    flatRate: ? ? ?
    armor: ? ? ?(how much it armor pierces?)
    skillApplied: ? ? ?
    listOrder: Make sure you dont overlap with an existing item?

Blank one if want for corrections

- type:
    requires:
      -
    size:
    costSell:
    weight:
    bigSprite:
    floorSprite:
    handSprite:
    power:
    strengthApplied:
    damageType:
    accuracyMelee:
    tuMelee:
    clipSize:
    battleType:
    invWidth:
    invHeight:
    flatRate:
    armor:
    skillApplied:
    listOrder:

Help would be much appreciated. Thanks to anyone who gives a reply and hope this becomes useful to other modding beginners (though a proper tutorial will probably help more)

EDIT*
also is there a way to have held items add Front Armor (for Shields) or is that a proper coding thing I'd have to do for OpenxcomExtended (i think that's what its called anyway)

Pages: [1]