Hi:
Thank you for answering me so soon. I copied some of my mods listed. I do not get to apply these instructions, either, am I, who do not understand how they work. Here I refer you some examples. Sorry for the extension.
facilities:
- Type: STR_NUCLEAR_DEFENSES
provideBaseFunc:
- STR_LIVING_ROOMS
spriteShape: 3
spriteFacility: 300
buildCost: 500000
Buildtime: 30
monthlyCost: 50000
personnel: 50
workshops: 100
defense: 800
HitRatio: 60
fireSound 5
hitSound 10
mapName: XBASS_21
ufopaedia:
- Id: STR_NUCLEAR_DEFENSES
type_id: 6
section: STR_BASE_FACILITIES
text: STR_NUCLEAR_DEFENSES_UFOPEDIA
listOrder: 6990
extraStrings:
- Type: en-US
strings:
STR_NUCLEAR_DEFENSES: "Nuclear Missile Defenses"
STR_NUCLEAR_DEFENSES_UFOPEDIA: "Nuclear missiles, have maintained a tense peace During the recent and long Decades of the Cold War Between the two superpowers Nuclear deterrence prevented us the world again embroiled in another devastating world war, This Time, It Would Have Been With the nuclear.. exception of World War II, nuclear weapons Have never been tested in battle, and less against goals came from outer space, so do not know how They will behave. Each silo has a provision of ten missiles Renewed That will be as soon as will be fired. "
extraSprites:
- Type: BASEBITS.PCK
files:
300: Resources / Mod / Facilities / Basebits / Nuclear_Defenses.png
Hello. This example, a nuclear installation defenses. So I thought understand the ProvideBaseFunc: it is a prerequisite for building the facility, but I can not apply.
Another example of a component:
items:
- Type: Retropropulsor
size: 0.1
costSell: 10000
research:
- Name: Retropropulsor
requiresBaseFunc:
- STR_QUANTUM_LABORATORY
cost: 5000
points: 50
dependencies:
- STR_ELERIUM_115
- STR_PARTICLE_MICROACCELERATION
- STR_ANTIMATTER_CONTAINMENT
- STR_ALIEN_POWER_SYSTEMS
- STR_ALIEN_GRAVITY_GENERATOR
- STR_SECTOID_NAVIGATOR
- STR_SECTOID_ENGINEER
- STR_EXALT_MEDIC
- STR_ALIEN_ALLOYS
- Data Disc
- Ragnite
- Miniaturization
manufacture:
- Name: Retropropulsor
requiresBaseFunc:
- STR_NUCLEAR_DEFENSES
category: STR_EQUIPMENT
requires:
- Retropropulsor
space: 20
time: 150
cost: 8000
requiredItems:
STR_ELERIUM_115 5
Ragnite 12
STR_ALIEN_ALLOYS 10
ufopaedia:
- Id: Retropropulsor
type_id 7
section: STR_WEAPONS_AND_EQUIPMENT
requires:
- Retropropulsor
image_id: UP220.SPK
text: The retropulsor That is a drive unit runs on a mixture of ragnite and elerium-115, developing a huge new lift, capable of lifting the heaviest loads force.
text_width: 143
If I have not misunderstood - in manufacturing-that line, what it does is, you have to build a deteminada easily, or produce something concrete, so that the object is made.
As for the weapons of the ships, another example:
craftWeapons:
- Type: EXOCET
stats:
damageMax: 0
sprite: 1
sound: 5
damage: 200
range: 70
accuracy: 95
reloadCautious: 4
reloadStandard 10
reloadAggressive: 16
ammoMax: 1
rearmRate: 1
launcher: EXOCET LAUNCHER
clip: EXOCET MISSILES
projectileType: 1
projectileSpeed 5
items:
- Type: EXOCET LAUNCHER
size: 1
costBuy: 70000
costSell: 30000
transferTime: 200
weight: 3
bigSprite: 2
- Type: EXOCET MISSILES
size: 0.1
costBuy: 80000
costSell: 40000
transferTime: 74
clipSize: 1
ufopaedia:
- Id: EXOCET
type_id: 2
section: STR_XCOM_CRAFT_ARMAMENT
image_id: UP087.SPK
text: This is a weapon of the type "fire and forget" that Makes its way to the target near the crest of the waves, About 10 m. When approaching the target, it May drop to 3 m, in contrast, rise Rapidly to avoid the missile systems and precipitate on the target.
target.
In this case, the maximum damage of the missile, not add me to the other weapons of the ship. The same happens with the speed, and other statistics.
And, and I abused your patience, I ask another question, if possible:
armors:
- Type: HEROIC KNIGHT ARMOR
spritesheet: XCOM_B.PCK
spriteInv: MAN_B
corpseItem: STR_CORPSE_HEROIC KNIGHT ARMOR
storeItem: HEROIC KNIGHT ARMOR
weight: 25
stats:
stamina: 30
reactions 10
firing: 15
bravery 10
health: 10
strength: 5
firing accuracy: 6
recovery:
health: 12
frontArmor: 120
sideArmor: 90
rearArmor: 90
underarmor: 70
damageModifier:
- 1.0
- 1.0
- 0.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 0.6
- 0.0
loftempsSet: [3]
recovery:
health: 30
When I write, the option to recover 30 health every turn, openxcom disables the mod, and if I try to change, no effect.
I fail to understand that meaning, or function, have the letters in the brackets, or are lists of requirements:
requiresBaseFunc: [W, K]
provideBaseFunc [A, C]
I hope I explained well. I am Spanish, and my English, still leaves much to be desired.
Congratulations on this wonderful project. The other functions do not know as you call, they go perfectly. I understand for example, as will the tuaimed: cost and can lead, in time, health and other issues.
Greetings, and thanks again.