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Author Topic: [XCF] Inventory special  (Read 243 times)

Online betatester

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[XCF] 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


actually it"s not a mod but a try , make a backup copy somewhere and replace the ruleset files with the ones below

Change log
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.

Known problems

- It covers ammo display a bit. How can I push ammo display ?
- I allowed some axes  and also all 1 handed weapons. what is your opinion ? it's like you had them on your side
- translation strings are in invs XCOM file
- The black sprite I used for under armor is a 3x3 black one (the one used to cover handsà. Where can I find a 2x3 one ? Id covers Quick Draw for the suit armor but it can still work.
- it's not a mod. Any help welcome (but since it impacts all items that have a size I don't think it will ever be



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 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: February 14, 2020, 09:08:31 am by betatester »

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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.

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

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

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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 »

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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.