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Old 09-10-2011, 06:18 PM   #611
Jano Ris
 
Join Date: Apr 2011
Reputation: 51
Posts: 661
Yeah I think I'm gonna put together the stuff I found out about editing the char and weapons.

Editing the default.loot (Data1/Data/)like this makes the game almost only drop orange weapons:

Quote:
sub DefineColors()
{
DefColorSet(ColorSet_Default)
{
ColorWeight(Color_White, 20.0);
ColorWeight(Color_Green, 20.0);
ColorWeight(Color_Violet, 20.0);
ColorWeight(Color_Yellow, 20.0);
ColorWeight(Color_Orange, 20.0);
}

DefColorSet(ColorSet_LockPick1)
{
ColorWeight(Color_White, 0.0);
ColorWeight(Color_Green, 37.0);
ColorWeight(Color_Violet, 15.0);
ColorWeight(Color_Yellow, 7.0);
ColorWeight(Color_Orange, 450.0);
}

DefColorSet(ColorSet_LockPick2)
{
ColorWeight(Color_White, 1.0);
ColorWeight(Color_Green, 50.0);
ColorWeight(Color_Violet, 20.5);
ColorWeight(Color_Yellow, 10.0);
ColorWeight(Color_Orange, 450.0);
}

DefColorSet(ColorSet_LockPick3)
{
ColorWeight(Color_White, 2.0);
ColorWeight(Color_Green, 62.0);
ColorWeight(Color_Violet, 25.8);
ColorWeight(Color_Yellow, 13.0);
ColorWeight(Color_Orange, 450.0);
}

DefColorSet(ColorSet_FatMan)
{
ColorWeight(Color_White, 0.0);
ColorWeight(Color_Green, 20.0);
ColorWeight(Color_Violet, 40.0);
ColorWeight(Color_Yellow, 10.0);
ColorWeight(Color_Orange, 30.0);
}

DefColorSet(ColorSet_Ram)
{
ColorWeight(Color_White, 0.0);
ColorWeight(Color_Green, 10.0);
ColorWeight(Color_Violet, 10.0);
ColorWeight(Color_Yellow, 30.0);
ColorWeight(Color_Orange, 50.0);
}

DefColorSet(ColorSet_Suicider)
{
ColorWeight(Color_White, 0.0);
ColorWeight(Color_Green, 20.0);
ColorWeight(Color_Violet, 5.0);
ColorWeight(Color_Yellow, 5.0);
ColorWeight(Color_Orange, 70.0);
}

DefColorSet(ColorSet_Corrupter)
{
ColorWeight(Color_White, 0.0);
ColorWeight(Color_Green, 20.0);
ColorWeight(Color_Violet, 10.0);
ColorWeight(Color_Yellow, 40.0);
ColorWeight(Color_Orange, 30.0);
}

DefColorSet(ColorSet_MeleeFighter)
{
ColorWeight(Color_White, 0.0);
ColorWeight(Color_Green, 10.0);
ColorWeight(Color_Violet, 10.0);
ColorWeight(Color_Yellow, 30.0);
ColorWeight(Color_Orange, 50.0);
}
}
In the default_levels.xml (Data0/Data/Skills) you can edit following things:
Quote:
MeeleDRPercent = Is your defense resistance. Since it is in percent 1.0 should make you 100% resistant against this kind of damage. The same variables exist for Ranged damage and Environmental damage. So you should choose sth between 0-1.0

FppBloodSplats = is 0 on default. I don't know what it does bood i think it is a blood effect or sth like that so i put it on 1

SelfHealing = can't say if it works sometimes it seems as if i heal myself but than again it doesn't. Would appreciate it if somebody has info how the health reg system works.

FuryPointsAfterKill = If you augment this your fury charges faster.

ThrowMaxDist=Augmenting this makes youa ble to throw your weapons further

BluntWpnDurabilityLoss = The lower the value the less does the weapon get damages and needs less repair. The same value exists for cutweapons (CutWpnDurabilityLoss), Ranged (RangedWpnDurabilityLoss) and guns (BulletWpnDurabilityLoss. Setting it to 0.1 makes it live pretty long. Somebody said that putting it to negative values works too somehow

There are much more things to edit...just look through it and play with the variables.
buffs.xml (Data0/Data/Skills) . Here you can change the effects of healing objects pain killers and alcohol.(and other buffs)
Quote:
Change this line in any of the objects, to change the amount the objects heals you:
<AddHealth value="xxx"/>
changing the duration changes the length of the time the buff works.
Also there is some inactive code in the Alcohol. Alcohol was meant to make you more damage resistant. Just remove the <!-- and --> in the line nr. 100 and 102 to give the alcohol some use.

the Painkillers where supposed to augment your max health and your health regeneration for some time. (Aren't Painkillers Misc items?) But you can add these two lines with any value you desire under an object to add these nice effects to them:
max Health
<property name="MaxHealth" value_add="xxx"/>
Health Regen
<property name="HealthRegeneration" value_add="xxx"/>

Damage Resistance
<property name="MeeleDRPercent" value_add="0.2"/>
<property name="RangedDRPercent" value_add="0.2"/>
<property name="EnviromentalDRPercent" value_add="0.2"/>
Now the XXX_skills.xml (Data0/Data/Skills) file (XXX = Your player, for example Logan, SamB,...)
Quote:
simply search your desired skill to edit. Now you change the value (xxx)in the line that looks like this:
<effect id="..." change="xxx"/>
the value is the base value per level...for example if the value is 0,2 than it will increase 20% on lvl1 40% on lvl 2 and 60% of the base value on lvl3
just to be sure you should also edit the values that come after desc_params=
If your value was 0,1 at first than it would be desc_params="10%;20%;30%". After the change of change="0.2" you have to change it to desc_params="20%;40%;60%"
I also tried if changing the Tier of a skill would make it unlocked even if the row before it hasnt been unlocked but this didn't work...I will try more with this if i have time since i wanna make it so that every 3 skill points spent in a branch will unlock the next row.
Now at last XXX_levels.xml(Data0/Data/Skills) (XXX = Your player, for example Logan, SamB,...)
Quote:
Originally Posted by Jano Ris View Post
Ok guys here is how to get more skill points each level.
In the Data0 folder go to Data/Skills/ and extract the xxxx_levels.xml(The xxxx stands for the player you use for example logan_levels.xml or samb_levels.xml)

Open it in Notepad++

It will look like this:

Quote:
<level id="1">
<prop n="ExpToNextLevel" v="2000"/>
<prop n="MaxStamina" v="0.80"/>
<prop n="QuickSlotsCount" v="5"/>
<prop n="InventorySize" v="12"/>
<prop n="MaxHealth" v="110"/>
</level>
<level id="2">
<prop n="ExpToNextLevel" v="2220"/>
<prop n="AllowedSkillsCount" v="1"/>
<prop n="MaxHealth" v="120"/>
</level>
<level id="3">
<prop n="ExpToNextLevel" v="2464"/>
<prop n="AllowedSkillsCount" v="2"/>

<prop n="MaxHealth" v="130"/>
now if you want that you get more skill points in lvl 3 for example you simply have to augment the value (XXX) in the line
Quote:
<prop n="AllowedSkillsCount" v="XXX"/>
BUT since this is a counter, this could make some trouble if you level up again and didnt edit all the other levels after that. either you could loose a skill (perhaps?)or you dont get any points till you reach the number of points you already used (or it works without a problem but i didnt try that).

An example from my file (I edited it in the higher levels):
Quote:
<level id="31">
<prop n="ExpToNextLevel" v="45823"/>
<prop n="AllowedSkillsCount" v="42"/>
</level>
<level id="32">
<prop n="ExpToNextLevel" v="50865"/>
<prop n="AllowedSkillsCount" v="44"/>
</level>
<level id="33">
<prop n="ExpToNextLevel" v="56462"/>
<prop n="AllowedSkillsCount" v="46"/>
</level>
<level id="34">
<prop n="ExpToNextLevel" v="62675"/>
<prop n="AllowedSkillsCount" v="48"/>
</level>
<level id="35">
<prop n="ExpToNextLevel" v="69571"/>
<prop n="AllowedSkillsCount" v="50"/>
</level>
<level id="36">
<prop n="ExpToNextLevel" v="77226"/>
<prop n="AllowedSkillsCount" v="52"/>
</level>

Last edited by Jano Ris: 09-17-2011 at 09:32 AM.
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