Blurrk101
Posts: 15
Joined: 12/17/2008 Status: offline
|
---------Basic Modding Reference Guide & FAQs---------------- I've decided to write a simple modding guide for those trying to figure it out to get started, and saving the trouble for those that are already at it. It's meant to be a basic reference guide, not a complete one.What I've planned for this is to go through some the basics and important values and compile some of the problem I have encountered and those from the forum I happen to come across into a Q&A. Advanced Modding such as Mission Scripting and Model&Texture will not be covered, since I've never touched those before. As this is only one of the few times I made guides, and many info are yet to be discovered along the way, so expect complete revisions. But hopefully someone with more experience and time could make a better if not a complete guide to replace mine In Progress.... Section I Common Attributes Section II JAZZ Folder & Campaign Values Section III Logic Folder & Attributes Section IV Q&A ----------------------------------------------------------- Before you start: -The following require a new start New items Phase Rarity Person equipments (NPC,Enemies) Person starting stats (NPC,Enemies) -Many of the files inside of logic folder has variations regarding difficulty xxxx_hard.xml xxxx_easy.xml and xxxx.xml for medium. ----------------------------------------------------------- Section I Common Attributes Phase - 0-4 stage of the game to be available Efficiency - 0.0 - 1.0 protection the item offers, displayed in game as multiplied by 100 Resistance - the item's resistance against damage. Higher the better reliability - set it to 10 and higher would mean almost impervious items, although still take wear size - 0-4 quantity of a item can be contained in one slot, is subtracted by 4.(0 means 4 item in a slot, and 4 means only containable in large slot and not stackable) ----------------------------------------------------------- Section II JAZZ Folder & Campaign Values (directory\campaigns\JAZZ) This section covers strategic portion of the game, such as starting assets, income, training, healing, reputation. ------------ global_vars ------------ Starting Assets(only money and land), reputation with various groups are contained here ------------ training_facility.lua ------------ Involves the training mechanism in-game, chance(frequency) and max&min values. -------------------------------- Section III Logic Folder & Attributes (directory\basis\script\logic) This is where you can mod various items, person and their equipments. Such as: cost, salary, weight, reliability. ------------ Action_Cost ------------ Specific cost for various action are stored here, both breath and AP. ------------ Ammo ------------ Various ammunition value are stored here, such as penetration and weight. ------------ Armor ------------ attributes for Armors are stored here ------------ Clip ------------ Information on different magazines, packs, clips. Such as cost, weight, and total number contained. ------------ Constants ------------ Constant values for the game mechanism such as breath value, recover&deduct rate. AP values and accuracy are stored here. ------------ Equipment ------------ Healing equipments only-- medkit and regenerator ------------ Pants ------------ attributes for Leg armors are stored here ------------ Person ------------ in-game characters and there values, including the starting characters. ------------ Weapon ------------ attributes for Weapons are stored here ------------ Weapon_Upgrade ------------ attributes for Weapon accessories are stored here -------------------------------- Section IV Q&A 1. Q - How to make various commodities in Dicky J 's shop to appear earlier? A - The game has the concept of stages,total four that can be triggered but not limited to. You'll have modify the phase line to 0-4 with 0 being available at the start of a new game 2. Q - My Mercenaries train like old ladies, only much more stupid. What's up? A - look inside of the basis\campaign\JAZZ\. Open training_facility.lua with a text editor local baseChances = 5 + masterSkillValue - 80 baseChances = baseChances*(leadership/60) to local baseChances = 5 + masterSkillValue - 0 baseChances = baseChances*(leadership/60) Side effect? is that you'll be clicking dialog box all day long. (be easy on it though, can cause CTD) 3. Q - And the max value can be trained? A - Inside of basis\script\logic\Constant.xml search for 85 then change it to any value you wish. Although it has to be used in conjunction with the training_facility.lua in a matching value. if (pupilSkillValue < 85) then -change to 100 chances = baseChances + 85 - pupilSkillValue log(log_id, ">>> base throws:", baseChances) log(log_id, ">>> total throws:", chances) log(log_id, ">>> dicing!") 4. Q - Are there more mercenaries I could add A - Yes, but in order to add more you need to remove one or more of those already existed in game Apart from that there are 9 hidden mercs already in game see here 5. Q - Can Main character stat be changed? A - For now only HP could be modded. Open basis\script\person.xml (depending on difficulty) find characters with Imp_ , six in total, change the line indicating HP. It also work in a saved game, though your Max HP will be the same, as if been gravely wounded. 6. Q - How is ammunition weight calculated in-game A - Each single bullet has its own weigh, therefore it's calculated by the the total number of bullets weight plus magazine(clip) weight. ---------------------------------------------------- Credit--MatrixGames forum only Myself of course flankspeed -------- for the 9 hidden mercenaries ArtVan9000 -------- Almighty DJs mod
< Message edited by Blurrk101 -- 12/18/2008 7:31:40 AM >
|