Basic Modding Reference Guide & FAQs
Posted: Wed Dec 17, 2008 10:23 am
---------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
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