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_gma_m.sitem: (found in game_element/sitem/armor/_parent/matis/)

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<PARENT Filename="_c_am.sitem"/

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>                                 <--

...

this

...

links

...

the

...

parent

...

file,

...

so

...

those

...

settings

...

are

...

used

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here

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too

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<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/)

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<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/)

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<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!!!

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  <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".

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