Mod:Create an item

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This tutorial explains how to create or modify an item in The Sum.

Alert.png  The Sum already has a lot of generic items, so it is not recommended to add new ones. Some special (unique) items for lore purposes are however often necessary. 



This tutorial uses mainly the Entity Editor.

Required tools[edit | edit source]

Before you start[edit | edit source]

Take some time to learn how the Entity editor works by checking out the readme file of the Fallout Tactics editor.

Create a new item[edit | edit source]


Bulb.png  Items including several elements that are necessary for the game to function properly in general, it is recommended that you create an item from an existing item in the folder Game/core/entities/Weapons/ or in the folder Game/core/entities/Items/  



Existing item as basis[edit | edit source]

  1. Open the Game/ folder and then FT Improver.EXE
    Alert.png  Use FT Tools.exe instead will result in an error 


  2. Pass the videos by clicking on them.
  3. Click on
    ⦿  MORE 
    .
  4. Click
    ⦿  ENTITY EDITOR 
    .
  5. Navigate to the
     File 
    menu then
     Open 
    .
  6. Open a file of the same type as the one to be created, which must end with .ent (stored in Game/core/entities/Weapons/ or Game/core/entities/Items/).
  7. Go to the
     File 
    menu then
     Save As 
    .
  8. Save this item under another name in the same folder
    Alert.png  The item must be saved in a folder corresponding to its type 


Modify an item[edit | edit source]

Open the file (Entity editor)[edit | edit source]

  1. Open the Game/ folder and then FT Improver.EXE
    Alert.png  Using FT Tools.exe instead will result in an error 


  2. Pass the videos by clicking on them.
  3. Click on
    ⦿  MORE 
    .
  4. Click
    ⦿  ENTITY EDITOR 
    .
  5. Navigate to the
     File 
    menu then
     Open 
    .
  6. Open the file of your item previously created which must end with .ent.

Name and description[edit | edit source]

Every item has a name and a description, stored in Game/NousAurons/locale/Game/items.txt (French version) and Game/core/locale/Game/items.txt (English version).

  1. Open the two files items.txt and for each of them:
    1. Under OBJECTS (DESCRIPTION & NAMES), copy/paste the following code:
      name_of_item_code_name = {Name of item}
      desc_item_code_name = {<Cw>Description of the item in the appropriate language.\n\n<Jc><rgb:125,125,125>USE}
  • USE: This short message (appearing in gray), indicates the use (and sometimes the effect) of the object. Example: "Eat DBL-CLICK\nHUNGER ÌÌÌ" (where Ì corresponds to ↓ in the game).
  1. Open the item file
  2. Expand the
     Name 
    tab.
  3. To the right of
     Display Name : 
    , add the item's code name.
    Alert.png  This name should not include the word "name_", but rather look like this: "item_code_name". 


  4. Go to the
     File 
    menu then
     Save 
    .

Change the image and colors[edit | edit source]

  1. Open the item file
  2. Expand the
     Image 
    tab.
  3. Click on the
     ... 
    button to select an appearance to assign to your item (sprite or .spr file).
    Bulb.png  It is not very useful to change the colors of an item, but 4 menus allow you to do so, with two dimmers, the first one controlling saturation and the second one controlling the color level 


Assign a code name[edit | edit source]

A code name allows the item to be unique and recognized by scripts, in a quest for example.

  1. Open the item file
  2. Expand the
     Name 
    tab and type in the code name of your choice to the right of
     Tag Name : 
    .
  3. Go to the
     File 
    menu and then
     Save 
    .

Change the characteristics[edit | edit source]

There are an infinite number of possible variations for the characteristics of an item you create...

  1. Open the item file
  2. Expand the
     Tabs 
    of your choice and change the features that you think are appropriate.
  • The first word at the top, whether - Yellow - or
     Red 
    , indicates the item type.
  • The first section (under - Section name -) is about the main characteristics of the item, such as its code name, its image (sprite), its value, whether or not it produces a primary, secondary effect, etc.
  • Under - Requirements -, the data entered is required to use the item.
    Alert.png  Only the
     Stats 
    tab is usable in this section.
     


  • Under - Effect -, the data entered affects the character wearing the item (as a garment or in their hand).
    Alert.png  This data is useless for objects of type Consumable 


  • Under - Primary (Secondary, Final) Effect -, the data entered affects the character who consumes (double-clicks on) the item, provided the fields associated with them at the top:
     Effect [0,1 or 2] enabled: 
    are checked (✓) with a set duration. If the duration is 0, the effect will be permanent.
    Alert.png  This data is only used for items of type Consumable 


  • Under - Addiction Effect -, the data entered affects the character who consumes (double-clicks on) the item and becomes addicted to it, provided that the field associated with it at the top:
     Addiction enabled: 
    be checked (✓) with a fixed duration. If the duration is 0, the effect will be permanent. The chance of falling addicted depends on the
     ChanceOfAddiction: 
    field just below it.
    Alert.png  Ces données servent seulement aux items de type Consumable 


  • Under - Weapon Modes -, the data entered adds one of the attack modes to a weapon.
    Alert.png  This data is only used for Weapon-type items 


  1. Go to the
     File 
    menu then
     Save 
    .