...
_gma_m.sitem: (found in game_element/sitem/armor/_parent/matis/)
...
<PARENT Filename="_c_am.sitem"/
...
> <--
...
this
...
links
...
the
...
parent
...
file,
...
so
...
those
...
settings
...
are
...
used
...
here
...
too
...
<STRUCT>
<STRUCT Name="basics"
...
>
<ATOM Name="name"
...
Value="matis
...
medium
...
armor"/
...
> <--
...
name
...
of
...
the
...
struct
...
<ATOM Name="origin"
...
Value="matis"/
...
> <--
...
defines
...
the
...
origin
...
of
...
the
...
armor
...
(or
...
race)
...
</STRUCT>
<STRUCT Name="armor"
...
>
<ATOM Name="Skill"
...
Value="SDAMMAE"/
...
> <--
...
the
...
skill
...
needed
...
to
...
craft
...
medium
...
matis
...
armor
...
</STRUCT>
<STRUCT Name="3d"
...
>
<ATOM Name="map_variant"
...
Value="Low
...
Quality"/
...
> <--
...
overrides
...
the
...
map_variant
...
from
...
the
...
parent
...
</STRUCT>
</STRUCT>
The tutorial on adding game entities lists the possible "Skill" values. I don't know yet where they are defined, or how to
change / add skills.
icmamh.sitem: (found in game_element/sitem/armor/matis/medium_armor/)
...
<PARENT Filename="_gma_m.sitem"/
...
> <--
...
again
...
linking
...
to
...
a
...
parent
...
file
...
<STRUCT>
<STRUCT Name="basics"
...
>
<ATOM Name="name"
...
Value="matis
...
medium
...
helmet"/
...
>
<ATOM Name="family"
...
Value="armor"/
...
>
<ATOM Name="ItemType"
...
Value="Medium
...
helmet"/
...
>
<STRUCT Name="EquipmentInfo"
...
>
<ARRAY Name="EquipmentSlots"
...
> <--
...
where
...
to
...
equip
...
the
...
item
...
<ATOM Value="Head"/
...
> <--
...
Yes
...
it
...
is
...
possible
...
to
...
have
...
a
...
helmet
...
in
...
a
...
"Feet"
...
slot
...
</ARRAY>
</STRUCT>
<ATOM Name="CraftPlan"
...
Value="bcmaea18.sbrick"/
...
> <--
...
this
...
is
...
where
...
the
...
item
...
is
...
linked
...
to
...
its
...
craft
...
plan
...
</STRUCT>
<STRUCT Name="3d"
...
>
<ATOM Name="shape"
...
Value="MA_HOM_casque01.shape"/
...
> <--
...
the
...
male
...
shape
...
file
...
to
...
use
...
<ATOM Name="shape_female"
...
Value="MA_HOF_casque01.shape"/
...
><--
...
the
...
female
...
shape
...
file
...
to
...
use
...
<ATOM Name="map_variant"
...
Value="Medium
...
Quality"/
...
> <--
...
defines
...
the
...
looks
...
(texture
...
map)
...
<ATOM Name="icon"
...
Value="AR_helmet.tga"/
...
> <--
...
earlier
...
mentioned
...
icon
...
overlay
...
is
...
placed
...
on
...
top
...
of
...
this
...
one
...
<ATOM Name="icon
...
background"
...
Value="BK_matis.tga"/
...
>
</STRUCT>
<STRUCT Name="faber"
...
>
<ATOM Name="Tool
...
type"
...
Value="ArmorTool"/
...
> <--
...
again
...
the
...
tool
...
needed
...
to
...
craft
...
this
...
item
...
</STRUCT>
</STRUCT>
You may notice the lack of actual stats in any of these files (protection, magic resist etc...)
Georges editor has a wide array of options you can set. Just play around a bit.
bcpa10.sbrick: (found in game_element/sbrick/craft/root/)
...
<STRUCT Name="Basics"
...
>
<ATOM Name="FamilyId"
...
Value="BCPA"/
...
>
<ATOM Name="IndexInFamily"
...
Value="10"/
...
>
<ATOM Name="Property
...
0"
...
Value="FPLAN:
...
BCMAEA
...
BCMAEB
...
BCMAEC
...
BCMAED
...
BCCAEA
...
BCCAEB
...
BCCAEC
...
BCCAED
...
BCRAEA"/
...
>
<ATOM Name="LearnRequiresOneOfSkills"
...
Value="SC
...
0"/
...
>
<ATOM Name="Action
...
Nature"
...
Value="CRAFT"/
...
>
<ATOM Name="Skill"
...
Value="SCA"/
...
>
</STRUCT>
<STRUCT Name="Client"
...
>
<ATOM Name="Icon"
...
Value="FP_Armor.tga"/
...
>
<ATOM Name="IconBack"
...
Value="BK_matis_brick.tga"/
...
>
<ATOM Name="IconOver"
...
Value="FP_Over.tga"/
...
>
</STRUCT>
<STRUCT Name="Optional"
...
>
<ATOM Name="f0"
...
Value="BCOA"/
...
>
<ATOM Name="f1"
...
Value="BCOB"/
...
>
<ATOM Name="f2"
...
Value="BCOC"/
...
>
<ATOM Name="f3"
...
Value="BCOD"/
...
>
</STRUCT>
<STRUCT Name="Parameter"
...
>
<ATOM Name="f0"
...
Value="BCMACA"/
...
>
</STRUCT>
<STRUCT Name="faber"
...
>
<ATOM Name="Tool
...
type"
...
Value="ArmorTool"/
...
>
</STRUCT>
Havent looked into this file a lot, make sure to changes values like "BCMACA" for matis to "MCFACA" for fyros
IndexFamilyValue is the same as the number in the filename. I have no idea what most of the values are for yet.
This file is NOT a parent for next file, it's a brick the char has to have learned to be able to use the folowing plan.
bcmaea18.sbrick: (found in game_element/sbrick/craft/effect/armor/matis/medium_armor/)
...
<STRUCT Name="Basics"
...
>
<ATOM Name="FamilyId"
...
Value="BCMAEA"/
...
> <--
...
this
...
has
...
to
...
be
...
an
...
existing
...
ID!!!
...
<ATOM Name="IndexInFamily"
...
Value="1"/
...
> <--
...
I
...
use
...
"1"
...
for
...
all
...
my
...
craft
...
plans...
...
<ATOM Name="SPCost"
...
Value="30"/
...
> <--
...
obvious
...
<ATOM Name="LearnRequiresOneOfSkills"
...
Value="SC
...
0"/
...
>
<ATOM Name="Action
...
Nature"
...
Value="CRAFT"/
...
>
<ATOM Name="Skill"
...
Value="SCAHHEM"/
...
> <--
...
not
...
sure
...
if
...
MH
...
exists,
...
so
...
used
...
HH
...
for
...
now
...
<ATOM Name="LearnRequiresBricks"
...
Value="bcpa10.sbrick"/
...
> <--
...
this
...
file
...
is
...
NOT
...
a
...
parent!!!
...
<ATOM Name="CivRestriction"
...
Value="matis"/
...
>
</STRUCT>
<STRUCT Name="Client"
...
>
<ATOM Name="Icon"
...
Value="AR_helmet.tga"/
...
> <--
...
icon
...
information
...
for
...
the
...
plan,
...
not
...
the
...
item!
...
<ATOM Name="IconBack"
...
Value="BK_matis_brick.tga"/
...
>
<ATOM Name="IconOver"
...
Value="FP_over.tga"/
...
>
<ATOM Name="IconOver2"/
...
>
</STRUCT>
<STRUCT Name="faber"
...
>
<ATOM Name="Tool
...
type"
...
Value="ArmorTool"/
...
>
<ATOM Name="Item
...
Max
...
Level"
...
Value="250"/
...
> <--
...
the
...
max
...
level
...
the
...
crafted
...
item
...
can
...
get
...
<STRUCT Name="Create"
...
>
<ATOM Name="Crafted
...
Item"
...
Value="icmamh.sitem"/
...
> <--
...
the
...
actual
...
item
...
this
...
plan
...
is
...
linked
...
to!!
...
<ATOM Name="Nb
...
built
...
items"
...
Value="1"/
...
>
<ATOM Name="MP
...
1"
...
Value="Raw
...
Material
...
for
...
Clothes"/
...
> <--
...
a
...
list
...
of
...
type/number
...
or
...
craft
...
mats
...
needed
...
<ATOM Name="Quantity
...
1"
...
Value="2"/
...
>
<ATOM Name="MP
...
2"
...
Value="Raw
...
Material
...
for
...
Armor
...
interior
...
coating"/
...
>
<ATOM Name="Quantity
...
2"
...
Value="2"/
...
>
<ATOM Name="MP
...
3"
...
Value="Raw
...
Material
...
for
...
Armor
...
interior
...
stuffing"/
...
>
<ATOM Name="Quantity
...
3"
...
Value="1"/
...
>
<ATOM Name="MP
...
4"
...
Value="Raw
...
Material
...
for
...
Armor
...
clip"/
...
>
<ATOM Name="Quantity
...
4"
...
Value="1"/
...
>
<ATOM Name="MP
...
5"/
...
>
<ATOM Name="Quantity
...
5"
...
Value="0"/
...
>
</STRUCT>
</STRUCT>
I found that for the "IndexInFamily" the family has to have a sheet with index "1" or you will get EGS
chaincrashing... You can change the index to the number in the filename, as long as there's a sheet with index "1".
...