Author Topic: [XCF][Release Candidate] Inventory special  (Read 7057 times)

Offline betatester

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[XCF][Release Candidate] Inventory special
« on: February 11, 2020, 01:32:57 am »
For X Com Files
I  added a scabbard that can contain many melee weapons but not all (for example not heavy hammers, lances, 2 handed staves  or rusty blade because it's rusty)
It's a specialized quickdraw slot  that can only work for 1 melee weapon

added under armor layer slot for web wear,
added the trinket slots for the German ring (the trinket items can be moved to both hands for 0 TU and put back there for 0 TU too)
removed the quickdraw for rats and dogs
removed the backpack and under layer armor for rats
a bit of inventory slot position change and some translation change to reduce the length of writings


It's a mod now !!!!!
Change log
WIP
0.2 remove the scabbard on several armors. AI and many non complete inventory armors
0.3 forgot the BELT and made an error on quick draw name on previous versions. You have been warned it's a WIP.
0.4 corrected all known errors, added the under armor layer slot for web wear, and the trinket slots for the German ring (the trinket items can be moved to both hands for 0 TU and put back there for 0 TU too)
0.5 What to say; forgotten the left shoulder on previous version. Now it's fixed.
Mod version
0.2 Made it a Mod
0.3 minor TU correction
0.4 corrected an error due to regex. changed the TU section because of a weird bug and hope it works.
0.5 corrected a duplicate entry for right hand
0.6 added tu to under armor layer, it can't be removed in battle

Known problems

- It covers ammo display a bit. How can I push ammo display ?
- I allowed 2 handed blades, some axes  and also all 1 handed weapons. what is your opinion ? it's like you had them on your side
- translation strings for inventory are in invs XCOM file



TODO
- maybe link the scabbard to martial arts training transformation
- adding a TU cost to forbid under armor removal from battlescape. It's XCF not the Full Monty.

Thanks to Meridian and Solarius and all discord channel for helping me in my firsts steps to modding
The principle can be use to make a special place for the spiderwear and maybe for the magical nazi ring.

Feel free to use as you like
« Last Edit: April 02, 2020, 12:18:30 pm by betatester »

Offline Solarius Scorch

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Re: [XCF] Adding a scabbard
« Reply #1 on: February 11, 2020, 08:45:37 am »
- I have to remove it from some armors like suit, swimwear,  AI armor, maybe Alien armor (I don't know if it's the case). I don't know how to do this.

Same as other inventory blockers: force spawn a black 1x3 item on this slot. Check the "# blanks" section in items_XCOMFILES.rul for examples, and various X-Com armour entries for their implementation.

Offline betatester

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Re: [XCF] Adding a scabbard
« Reply #2 on: February 11, 2020, 01:39:38 pm »
an update

Offline betatester

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Re: [XCF] Adding a scabbard
« Reply #3 on: February 11, 2020, 02:47:27 pm »
a major bugfix

Offline betatester

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Re: [XCF] Inventory special
« Reply #4 on: February 13, 2020, 07:04:09 pm »
an uptade now I thinks it works smoothly
« Last Edit: February 13, 2020, 09:47:58 pm by betatester »

Offline betatester

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Re: [XCF] Inventory special
« Reply #5 on: February 14, 2020, 09:10:27 am »
now you can lean on my left shoulder. Be careful, there's high explosive too.

Offline betatester

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Re: [XCF][Release Candidate] Inventory special
« Reply #6 on: March 07, 2020, 09:39:11 am »
It's a real mod now
« Last Edit: March 07, 2020, 09:45:01 am by betatester »

Offline betatester

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Re: [XCF][Release Candidate] Inventory special
« Reply #7 on: March 07, 2020, 02:59:59 pm »
corrected a TU errors in inv files (thanks Solarius)

Offline betatester

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Re: [XCF][Release Candidate] Inventory special
« Reply #8 on: March 23, 2020, 02:44:55 pm »
an update fixing a bug due to regex. Hope I have fixed a TU bug too.

Offline vadracas

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Re: [XCF][Release Candidate] Inventory special
« Reply #9 on: March 30, 2020, 08:11:58 pm »
I had a major bug(fatal for all intents and purposes of gameplay.) After I activated this mod, moving an item out of your left hand in the inventory screen cost absurd amounts of time units, like into the hundreds of thousands. I looked through the .rul files under armored vest(what my soldiers were wearing) and even though there were your special inventory slots in my soldier's inventory there was no specific data block for an armored vest. Attaching screenshot and save.

-

Offline vadracas

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Re: [XCF][Release Candidate] Inventory special
« Reply #10 on: March 30, 2020, 11:19:01 pm »
NVM, the left hand simply had undefined slots in the .rul file for inventory. These slots were then set to arbitrary values instead of defaults. If this will happen to anyone else I would be happy to post the file modified to define those values correctly.

Offline betatester

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Re: [XCF][Release Candidate] Inventory special
« Reply #11 on: March 31, 2020, 09:41:44 pm »
I think I've corrected the bug.

Offline betatester

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Re: [XCF][Release Candidate] Inventory special
« Reply #12 on: April 02, 2020, 12:19:54 pm »
new version added TU to under armor layer to correct a bug and make it impossible to remove in battlescape.

Offline HT

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Re: [XCF][Release Candidate] Inventory special
« Reply #13 on: July 14, 2020, 11:02:14 am »
This looks interesting. Does it work with armors from not XCF such as the Liquid Armor mod? Does the modifications work with a campaign already started? Lastly, does it work with the default suit starting armor?