The "
UFOpaedia: Ruleset Reference Nightly" is a very handy guide to the different variables that can be altered using a
.rul file. If you haven't checked it out already it is a good resource to become familiar with.
You can find
.rul files for all of the default items/aliens/etc in the base non-modded X-Com games inside
OXCE's "standard/xcom1" and "standard/xcom2" folders.
Although you should never alter these files directly they are a great resource to see the format of how different objects that are already coded are laid out.
Another mod that could be very handy for you to look at the code of is the '
Final Mod Pack' as its
.rul files are easy to read and cover changing & adding to almost all of the default types of content you'd play with in vanilla X-COM: UFO Defense without using scripts or OXCE's advanced features. (Items, Units, Armors, UFOs, Craft, Craft Weapons, Etc)
My advice is to start by creating your own items.rul (
items:) and adding a new piece of equipment to the game and then giving it custom images by adding an extraSprites.rul (
extraSprites:) file.
Understanding the
items: section before adding armor or units could be helpful because they need a corpse item and store item
(For wearable X-Com Armor) to function.
You've already done some Python coding so this information may be redundant but I recommend avoiding using text editors that were not designed for coding. (Like window's default Notepad program)
They may save hidden characters for their text formatting that will cause OpenXcom to experience errors reading the file.
These editors are recommended but anything that understands
YAML code should work:
Visual Studio Code Notepad++XedAs an added bonus if you use '
Visual Studio Code ' you can install these additional Ruleset validators to help with your coding:
SupSuper's Ruleset ValidatorPedroterzero's Ruleset Validator