Author Topic: Guide to editing design files?  (Read 1159 times)

Offline The Lone Badger

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Guide to editing design files?
« on: May 29, 2007, 04:21:52 AM »
Is there a guide to editing design files available anywhere? Most of it seems pretty intuitive, but some of it isn't (like how Mass numbers on personal scale equipment translate into kilograms, or why some weapons seem to be missing a Range).

Offline Francisco Munoz

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Guide to editing design files?
« Reply #1 on: May 29, 2007, 12:57:45 PM »
The best way to understand them is to read how the file is parsed by the \gamedata\ghpmacro.txt and how the code stores the gear entities.
There are usually default values for everything if needed.
Just from the Gh2 ghweapon.pp code.... a ballistic weapon has a default range equal to DC+ 1 halved and  beam weapon has a default range of its half its DC plus 2...

Procedure InitWeapon( Weapon: GearPtr );
   {Given Weapon's size and type, initialize all of its}
   {fields to the default values.}
begin
   { The main purpose of this unit is to fill in default missile weapon }
   { ranges so "vanilla" weapons will have some character. }
   if Weapon^.S = GS_Ballistic then begin
      {Set default range.}
      Weapon^.Stat[STAT_Range] := ( Weapon^.V + 1 ) div 2;

   end else if Weapon^.S = GS_BeamGun then begin
      {Set default range.}
      Weapon^.Stat[STAT_Range] := Weapon^.V div 2 + 2;

   end;

   { Set default recharge period for all weapons. }
   Weapon^.Stat[STAT_Recharge] := 2;
end;

Offline Erathoniel

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Guide to editing design files?
« Reply #2 on: May 29, 2007, 04:14:20 PM »
OK... I still don't understand. Sounds like a Wiki entry to me, detailing all possible effects/modifiers/values, and their results. Sure I may be able to make some, but they don't work like I'd like.

Offline The Lone Badger

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Guide to editing design files?
« Reply #3 on: May 30, 2007, 03:40:46 AM »
Could you explain how a mass is converted to kilograms? That's the one that's really puzzling me.

Offline Francisco Munoz

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Guide to editing design files?
« Reply #4 on: May 30, 2007, 11:22:05 AM »
1 point of mass = 0.5 kg / 0.1 tons / 0.t tons
based on the scale of the item (personal/small mecha/normal mecha)

Offline The Lone Badger

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Guide to editing design files?
« Reply #5 on: May 30, 2007, 03:22:16 PM »
On further examination it appears that the negative mass modifier listed in each item is being applied to a default mass, but i have no idea how that default mass is worked out.

Offline Michael

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Guide to editing design files?
« Reply #6 on: May 30, 2007, 05:44:39 PM »
Quoting: The Lone Badger
On further examination it appears that the negative mass modifier listed in each item is being applied to a default mass, but i have no idea how that default mass is worked out.


Different kinds of object have different rules for determining base mass.

For missile launchers and energy melee weapons, the mass is always one unit (.5kg at SF0).  However, the ammunition for a missile launcher is heavy.

For energy guns, the mass is one unit for each DC point.  Conventional guns add to this one unit for each BV point above the minimum BV:1.

Armor weighs two units for every three points of AC.

Other objects have different rules.  For example, Sensors actually get lighter as quality increases.

Offline The Lone Badger

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Guide to editing design files?
« Reply #7 on: May 31, 2007, 08:16:06 AM »
Cool, thanks. How about ammo weights?

Also, is it possible to have skill-modifying equipment (GH1)? I tried copying the syntax from cyberware, eg
SkillModWeightLifting
SkillModAmount 1
but it doesn't seem to work. Making powered hardsuits with a bonus to weightlifting or fancy clothes with a bonus to conversation would be cool.

Offline Erathoniel

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« Reply #8 on: May 31, 2007, 06:29:26 PM »
Also, what about temporary (and permanent) skill/statistic modifiers in items. Wouldn't it be cool to have nanites that could go through your bloodstream and do stuff to bolster your success chances at certain things?

Offline Anticheese

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« Reply #9 on: May 31, 2007, 08:56:44 PM »
Quoting: The Lone Badger

Also, is it possible to have skill-modifying equipment (GH1)?


Sorry, GH2 only.

You *can* however mod the living daylights out of the Cyberware section.

Offline The Lone Badger

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« Reply #10 on: June 01, 2007, 07:16:11 AM »
Quoting: Anticheese
You *can* however mod the living daylights out of the Cyberware section.

Started doing that. Can I define my own implant locations?

Offline Erathoniel

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« Reply #11 on: June 01, 2007, 08:50:02 AM »
I think you can. For instance, my Smartlink I made had no location, it was just installed. That may mean that I may be able to install more or I may not.

Offline Michael

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« Reply #12 on: June 01, 2007, 02:42:32 PM »
Quoting: The Lone Badger
Cool, thanks. How about ammo weights?


For bullets: ([DC] * [Shots Remaining]) / 100, rounded down.

For missiles and grenades: ([DC] * [Shots Remaining]) / 25, rounded down, unless that comes to zero, in which case the clip will weigh one unit.

Offline Joseph Hewitt

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Guide to editing design files?
« Reply #13 on: June 01, 2007, 06:16:17 PM »
Cyberware should always have a slot defined, because otherwise you'll be able to install multiple copies of the same type. It's possible to create your own slot names.

Offline SharkD

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Guide to editing design files?
« Reply #14 on: June 01, 2007, 09:24:18 PM »
Here is a collection of mecha design info you might want to look at. (I wish someone would rewrite it.)