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License: GNU General Public License v3.0
list of required values according to the ruleset refrence:
global properties I can link, they all are linked to researches
mana - unlockResearch
, fakeUnderwaterBaseUnlockResearch
, psiUnlockResearch
and newBaseUnlockResearch
- those are OXC(E) and ufopaediaUnlockResearch
, baseConstructionUnlockResearch
- those are FTA
For example, show these names when hovering: https://www.ufopaedia.org/index.php/BIGOBS.PCK
If an ufopaedia article that requires an image lacks image_id it results in a segfault,
type_ids probably affected by this are: 1, 2, 7, 11 and 12,
Look at the 40k mod for an example
See also(?) https://openxcom.org/forum/index.php/topic,9665.msg138906.html#msg138906
Reaver:
example: My facility
STR_LIVING_QUARTERS_LARGE
hassize: 2
, which means that the callspriteFacility: 408
will make the completed facility use extraSprites BASEBITS.PCK indexes 408, 409, 410, and 411. Then the callspriteShape: 408
will make the facility during construction use indexes 412, 413, 414, and 415.
So any facility withsize: 2
calls the index of itsspriteFacility
and the next three indexes, and then it also calls the index of its spriteShape plus 3 as well as the next three indexes after that.
I think I have it correct between spriteShape and spriteFacility
if they don't exist, it should flag it because that will make the mod crash on startup
items:
- delete: STR_AVALANCHE_MISSILES
- delete: STR_AVALANCHE_MISSILES
Related to #12
@pedroterzero suggestion for your extension, flag items if they have both
confAuto: shots:
and
autoshots
these seem to conflict and one gets overwritten
another suggestion would be flagging an item if they have an aimed/snap/auto shot accuracy but no tu cost and vice versa.
By @Filip-H
See https://code.visualstudio.com/api/extension-guides/virtual-documents
That way they can be readonly
Allows for cleaner rulesets (remove cruft)
In order to clean up our reference / definition list
Idea by @Finnik723.
Example:
scripts:
createUnit:
- offset: 1 # Sets the frequency and offset for periodic unit recolors for buffs and debuffs
code: |
var int recolorPeriod;
var int desync;
set recolorPeriod 32; # units flash every 32 frames
unit.getId desync;
offsetmod desync 11 0 recolorPeriod; # creates a desynchronization between unit flashes
unit.setTag Tag.UNIT_RECOLOR_DESYNC desync;
return;
Highlight the stuff in code:
.
Possibly achievable using Injection Grammars? https://code.visualstudio.com/api/language-extensions/syntax-highlight-guide#injection-grammars
Can you pls check for research that has needItem: true if i have that item (it is the same as research name). Note, that it is only for FtA, so should be an option or something, for OXCE mods it would make tons of false positives
Reverse of go to definition, shows everywhere the definition is used
Make it so missing translation keys for the select language are shown (in Problems?)
Related to #30
Is an item actually a HWP for example, or other stuff that requires a particular item
Reported by @Finnik723
Currently when converting a rul file into a CSV it puts all parameters into columns and shows the values for each type/row.
It would be nice if the Edit CSV View could be enhanced by adding a column for the values of the en-US.yml and similar files.
The CSV editor would show the translation for the type value in Column A while the previous parameters would then start in Column B instead of Column A.
In the long run the added Column A showing the translated strings might also be used to modify the values and export them back the en-US.yml.
(See: https://discord.com/channels/582086836923531270/836314823783481386/940281667506036767)
Visible in streaming: https://youtu.be/ofz8y3vCDtc?t=7920
Second timestamp pending
In order to clean up our reference / definition list
https://discord.com/channels/582086836923531270/836314823783481386/940231890269536267
Finnik — Today at 2:05 PM
About csv, btw - it turns that massive adding is more handy to be made manually
Finnik — Today at 2:05 PM
I tend to have specific property orders - helps to keep sanity with tons of items
pedroterzero — Today at 2:06 PM
not sure I understand
Finnik — Today at 2:06 PM
And if i add new property - it would be added at the end
Like, for example, i want to massive add 'landOnly:true'
pedroterzero — Today at 2:07 PM
ahh I see
Finnik — Today at 2:07 PM
For items, that had not it it would be added to the end
It's do it job engine-wise
pedroterzero — Today at 2:08 PM
yeah that's probably true
I might be able to change that, but not sure
Finnik — Today at 2:08 PM
So for instance that was done manually
Ops
pedroterzero — Today at 2:09 PM
So if I understand correctly, you would like it to follow the column order as set in the csv?
Finnik — Today at 2:09 PM
723Studio/X-Com-From-the-Ashes@0a978bc
Yep
pedroterzero — Today at 2:10 PM
recoveryPoints is what you added?
in that commit
Finnik — Today at 2:10 PM
Yep
Where images or sounds (or other files?) are referenced, check that they exists or flag them
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