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Daimond007

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Everything posted by Daimond007

  1. I have tried many ways, a few seemed like they worked before a patch to the SDK a while back, now can not get a few things to work. 1. Need a way to GetRank() or GetLevel() of some kind. I have looked through all the codes and can not seem to see something related to this. Lest not as easy of a spot as above. something like GetLevel would be best as would not have to worry if people changed the rank names if possible. The reason for this, and I should be able to do rest of code, but by all means anyone can help Is what I am trying to do is setup a to make a progression of an ability, such as if you get a skill at lvl 1 maybe every 2 lvl's the skill increase damage or such. Kind of like we increase HP or Offence skills in the ClassData ini on level ups. 2. For some reason after patch, no mater what I do both my override class and new classes, will not look in my ini file I created and pointed to any longer. Just ignores them, even if I set them to totally different Name=whatever, so as to not conflict with internal ones. But in doing so it then breaks and reports skills as 0 but still gives no fails or errors. class X2Ability_ControllerAbilitySet extends X2Ability config (GameData_SoldierSkills_Override); The override is setup like any other ini file. But now to get it to read I dropped this file and got it to point to original, and set mine to change original files, which is what I did not want to do. Remember I have tried changing the names to not conflict before, but did nothing so reverted back to original names. Also the Controller class posted does not look like this, as few changes since then to fix the bugs, that not working either [X2Ability_ControllerAbilitySet] VOLATILE_DAMAGE=2 VOLATILE_RADIUS=0.6f BLAST_PADDING_DMG_ADJUST=0.66f ORDNANCE_BONUS=2 FreeGrenadeForPocket=FragGrenade UNDER_PRESSURE_BONUS=10 MIST_RADIUS=5 MIST_RANGE=10 GREMLIN_PERK_EFFECT_WINDOW=1.75 GREMLIN_ARRIVAL_TIMEOUT=20 FIELD_MEDIC_BONUS=3 GUARDIAN_PROC=50 BASE_DEFENSE=20
  2. Like mostly the new game comparing that to released. But what I do like is that its not a City in every map, loved my old crashed ships in that setting, miss my wheat muching aliens.
  3. Besides above, would love to beable to edit the files as I see them in that view then unt through all that text. Even if it was just editing nubers and a few small things, could even highlight the things capable of editing. Thank for your contrabution BTW
  4. He’s not talking about it being bugged, just that it bugged him a lot. Guessing like me he hated how the game, to make things harder they lowered you HP and upped their crits probably. I am almost done tweaking my mods and testing what I have dome to make the game actually harder and challenging, not stupid and ridicules. .
  5. Well I have not gotten much of anywhere yet with this info :( Have come across a few things though. but need to pin point more things, there seems to be several locations that hold info on what can be a " m_arrInfiniteItems.AddItem " one thats promesing that I can not see to find to change is in " XComStrategyGame/XGStorage " seems to indicate that it must be a -1 value. although I have changed both in this list and the exe one and does not seem to do anything, even the one I removed is still there. function bool IsInfinite(XComGame.XGGameData.EItemType eItem) { return m_arrInfiniteItems.Find(eItem) != -1; } So the code is not just here but in another location that determins this. but cant seem to find some others I suspect either , and all in same file. There seems to be a lot of " IsInfinite " settings in this file, but dont really look like they are the problem. This one seems to possably point to setting us the 100 items mark function int GetNumItemsAvailable(int iItemType) { // End:0x21 Loop:False if(IsInfinite(byte(iItemType))) { return 1000; } // End:0x4a else { return m_arrItems[iItemType] - m_arrClaims[iItemType]; } } Here is the code in " XComStrategyGame.XGItemsTree BuildItems.Function " I added a few lines in here and seperated every thing for easyer reading just to pint out where they are for some people. The -1 values are in that area some where have not tested what ones to chage out though, but looks easy to figer out as you can tell, just untested. Some as you see as well dont always start with a 2C, od one seems to start with 24 instead. 55 35 00 00 9F 1F 00 00 00 00 00 00 55 35 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 39 00 00 00 74 07 00 00 4E 0C 00 00 3A 0C 00 00 0F 01 4C 35 00 00 26 ; Cat 1 BuildItem( 2 , -1 , -1 , -1 ,37 ) ; eItem_Pistol 1B 6B 04 00 00 00 00 00 00 2C 02 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 25 16 ; eItem_Pistol 1B 6B 04 00 00 00 00 00 00 2C 03 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 10 16 ; eItem_AssaultRifle 1B 6B 04 00 00 00 00 00 00 2C 04 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 36 16 ; eItem_Shotgun 1B 6B 04 00 00 00 00 00 00 2C 05 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 1F 16 ; eItem_LMG 1B 6B 04 00 00 00 00 00 00 2C 06 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 39 16 ; eItem_SniperRifle 1B 6B 04 00 00 00 00 00 00 2C 07 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 2D 16 ; eItem_RocketLauncher 1B 6B 04 00 00 00 00 00 00 2C 55 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 17 16 ; eItem_FragGrenade 1B 6B 04 00 00 00 00 00 00 2C 56 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 38 16 ; eItem_SmokeGrenade BuildItem( 76 , 25 , 7 , 5 , 32 ) ; eItem_Medikit 1B 6B 04 00 00 00 00 00 00 2C 4C 2C 19 4A 4A 2C 07 2C 05 4A 4A 4A 2C 20 16 ; eItem_Medikit BuildItem( 88 , -1 , -1 , -1 , 2 , 6 ) ; eItem_AlienGrenade 1B 6B 04 00 00 00 00 00 00 2C 58 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 24 02 2C 06 16 ; eItem_AlienGrenade BuildItem( 80 , 10 , 7 , 5 , 2 , 8 ) ; eItem_ArcThrower 1B 6B 04 00 00 00 00 00 00 2C 50 2C 0A 4A 4A 2C 07 2C 05 24 02 4A 4A 2C 08 16 ; eItem_ArcThrower 1B 6B 04 00 00 00 00 00 00 2C 63 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 11 16 ; eItem_BattleScanner 1B 6B 04 00 00 00 00 00 00 2C 51 2C 14 4A 4A 2C 07 2C 05 24 09 4A 4A 2C 30 16 ; eItem_TargetingModule 1B 6B 04 00 00 00 00 00 00 2C 52 2C 14 4A 4A 2C 07 2C 05 24 0A 4A 4A 2C 24 16 ; eItem_ReinforcedArmor 1B 6B 04 00 00 00 00 00 00 2C 4F 2C 55 4A 4A 2C 07 2C 0A 24 2F 4A 4A 2C 12 16 ; eItem_ChitinPlating 1B 6B 04 00 00 00 00 00 00 2C 4D 2C 32 4A 4A 2C 07 2C 0A 24 32 24 97 4A 2C 13 16 ; eItem_CombatStims 1B 6B 04 00 00 00 00 00 00 2C 4E 2C 96 4A 4A 2C 0A 2C 19 24 37 4A 4A 2C 22 16 ; eItem_MindShield 1B 6B 04 00 00 00 00 00 00 2C C0 2C 19 2C 14 2C 14 2C 07 2C 0F 24 03 4A 4A 2C 37 16 ; eItem_Skeleton_Key 1B 6B 04 00 00 00 00 00 00 2C 08 2C 0A 4A 2C 0A 2C 07 2C 0A 24 13 4A 4A 2C 1B 16 ; eItem_LaserPistol 1B 6B 04 00 00 00 00 00 00 2C 09 2C 19 4A 2C 0F 2C 07 2C 0C 24 13 4A 4A 2C 1C 16 ; eItem_LaserAssaultRifle 1B 6B 04 00 00 00 00 00 00 2C 0A 2C 1E 4A 2C 19 2C 07 2C 0C 24 14 4A 4A 2C 1D 16 ; eItem_LaserAssaultGun 1B 6B 04 00 00 00 00 00 00 2C 0C 2C 23 4A 2C 19 2C 07 2C 0C 24 14 4A 4A 2C 1E 16 ; eItem_LaserSniperRifle 1B 6B 04 00 00 00 00 00 00 2C 0B 2C 1E 4A 2C 19 2C 07 2C 0C 24 15 4A 4A 2C 1A 16 ; eItem_HeavyLaser 1B 6B 04 00 00 00 00 00 00 2C 0D 2C 64 2C 0A 2C 14 2C 0A 2C 14 24 16 4A 4A 2C 28 16 ; eItem_PlasmaPistol 1B 6B 04 00 00 00 00 00 00 2C 0E 2C 7D 2C 0F 2C 14 2C 0A 2C 14 24 17 4A 4A 2C 2A 16 ; eItem_PlasmaLightRifle 1B 6B 04 00 00 00 00 00 00 2C 0F 2C C8 2C 14 2C 1E 2C 0A 2C 14 24 18 4A 4A 2C 29 16 ; eItem_PlasmaAssaultRifle 1B 6B 04 00 00 00 00 00 00 2C 10 2C C8 2C 14 2C 32 2C 0C 2C 19 24 1B 4A 4A 2C 2B 16 ; eItem_AlloyCannon 1B 6B 04 00 00 00 00 00 00 2C 11 2C FA 2C 1E 2C 1E 2C 0A 2C 19 24 19 4A 4A 2C 27 16 ; eItem_HeavyPlasma 1B 6B 04 00 00 00 00 00 00 2C 12 2C FA 2C 19 2C 1E 2C 0F 2C 19 24 1A 4A 4A 2C 2C 16 ; eItem_PlasmaSniperRifle 1B 6B 04 00 00 00 00 00 00 2C 13 1D 13 01 00 00 2C 23 2C 28 2C 0F 2C 28 24 1E 4A 4A 2C 26 16 0F 01 4C 35 00 00 2C 02 ; eItem_BlasterLauncher ; Cat 2 1B 6B 04 00 00 00 00 00 00 2C 39 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 0C 16 ; eItem_ArmorKevlar 1B 6B 04 00 00 00 00 00 00 2C 3A 2C 19 4A 2C 0F 2C 0A 2C 0A 24 0E 4A 4A 2C 0A 16 ; eItem_ArmorCarapace 1B 6B 04 00 00 00 00 00 00 2C 3B 2C 1E 4A 2C 0A 2C 0A 2C 0F 24 0F 4A 4A 2C 0E 16 ; eItem_ArmorSkeleton 1B 6B 04 00 00 00 00 00 00 2C 3C 2C 96 2C 0A 2C 23 2C 0A 2C 19 24 10 4A 4A 2C 0F 16 ; eItem_ArmorTitan 1B 6B 04 00 00 00 00 00 00 2C 3D 2C C8 2C 10 2C 1E 2C 0E 2C 23 24 12 4A 4A 2C 09 16 ; eItem_ArmorArchAngel 1B 6B 04 00 00 00 00 00 00 2C 3E 2C FA 2C 14 2C 19 2C 0E 2C 28 24 11 4A 4A 2C 0B 16 ); eItem_ArmorGhost 1B 6B 04 00 00 00 00 00 00 2C 3F 1D 90 01 00 00 2C 28 2C 14 2C 0A 2C 1E 24 0D 4A 4A 2C 0D 16 0F 01 4C 35 00 00 2C 03 ; eItem_ArmorPsi ; Cat 3 1B 6B 04 00 00 00 00 00 00 2C 66 2C 32 4A 4A 2C 0E 2C 05 4A 4A 24 01 2C 31 16 ; eItem_SHIV 1B 6B 04 00 00 00 00 00 00 2C 67 2C 64 4A 2C 19 2C 0E 2C 0A 24 0E 4A 24 01 2C 32 16 ; eItem_SHIV_Alloy 1B 6B 04 00 00 00 00 00 00 2C 68 2C C8 2C 1E 2C 1E 2C 0E 2C 14 24 05 4A 24 01 2C 33 16 ; eItem_SHIV_Hover 1B 6B 04 00 00 00 00 00 00 2C 69 2C 28 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 19 16 ; eItem_Interceptor 1B 6B 04 00 00 00 00 00 00 2C 6A 1D 13 01 00 00 2C 28 2C 3C 2C 15 2C 14 24 05 4A 4A 2C 15 16 ; eItem_Firestorm 1B 6B 04 00 00 00 00 00 00 2C 6B 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 42 16 ; eItem_Skyranger 1B 6B 04 00 00 00 00 00 00 2C 6C 2C 64 4A 4A 2C 14 2C 05 4A 4A 4A 2C 2E 16 ; eItem_Satellite 1B 6B 04 00 00 00 00 00 00 2C 71 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 24 01 2C 34 16 ; eItem_ShivMinigun 1B 6B 04 00 00 00 00 00 00 2C 73 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 35 16 ; eItem_ShivLaser 1B 6B 04 00 00 00 00 00 00 2C 74 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 41 16 ; eItem_ShivPlasma 1B 6B 04 00 00 00 00 00 00 2C 75 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 24 01 2C 31 16 ; eItem_SHIVDeck_I 1B 6B 04 00 00 00 00 00 00 2C 76 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 32 16 ; eItem_SHIVDeck_II 1B 6B 04 00 00 00 00 00 00 2C 77 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 33 16 ; eItem_SHIVDeck_III 1B 6B 04 00 00 00 00 00 00 2C 7B 2C 19 4A 4A 2C 07 2C 05 24 0B 4A 4A 2C 02 16 ; eItem_IntWeap_I 1B 6B 04 00 00 00 00 00 00 2C 7C 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 04 16 ; eItem_IntWeap_II 1B 6B 04 00 00 00 00 00 00 2C 7D 2C 23 4A 2C 19 2C 07 2C 0A 24 15 4A 4A 2C 03 16 ; eItem_IntWeap_III 1B 6B 04 00 00 00 00 00 00 2C 7E 2C 64 2C 14 2C 14 2C 0A 2C 14 24 1C 4A 4A 2C 05 16 ; eItem_IntWeap_IV 1B 6B 04 00 00 00 00 00 00 2C 7F 2C C8 2C 14 2C 1E 2C 0A 2C 1E 24 21 4A 4A 25 16 ; eItem_IntWeap_V 1B 6B 04 00 00 00 00 00 00 2C 80 2C 96 2C 14 2C 1E 2C 0A 2C 23 24 1D 4A 4A 26 16 ; eItem_IntWeap_VI 1B 6B 04 00 00 00 00 00 00 2C 87 2C 0A 25 25 25 2C 05 24 2B 4A 4A 2C 2F 16 ; eItem_IntConsumable_Hit 1B 6B 04 00 00 00 00 00 00 2C 85 2C 32 25 25 25 2C 05 24 2C 4A 4A 2C 14 16 ; eItem_IntConsumable_Dodge 1B 6B 04 00 00 00 00 00 00 2C 86 2C 14 25 25 25 2C 0A 24 31 4A 4A 2C 3A 16 0F 01 4C 35 00 00 2C 05 ; eItem_IntConsumable_Boost ; Cat 5 1B 6B 04 00 00 00 00 00 00 2C AB 2C 03 26 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 0E 16 ; eItem_Elerium115 1B 6B 04 00 00 00 00 00 00 2C AC 2C 02 4A 26 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 24 16 ; eItem_AlienAlloys 1B 6B 04 00 00 00 00 00 00 2C AD 26 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 25 16 ; eItem_WeaponFragment 1B 6B 04 00 00 00 00 00 00 2C BF 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 28 16 ; eItem_Base_Shard 1B 6B 04 00 00 00 00 00 00 2C B3 2C 4B 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 2C 16 ; eItem_UFOPowerSource 1B 6B 04 00 00 00 00 00 00 2C B1 2C 28 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 2B 16 ; eItem_UFONavigation 1B 6B 04 00 00 00 00 00 00 2C AF 2C 0A 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 2E 16 ; eItem_AlienFood 1B 6B 04 00 00 00 00 00 00 2C AE 2C 11 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 2F 16 ; eItem_AlienEntertainment 1B 6B 04 00 00 00 00 00 00 2C B0 2C 0A 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 30 16 ; eItem_AlienStasisTank 1B 6B 04 00 00 00 00 00 00 2C B2 2C 19 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 31 16 ; eItem_AlienSurgery 1B 6B 04 00 00 00 00 00 00 2C BC 2C 7D 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 2D 16 ; eItem_UFOFusionLauncher 1B 6B 04 00 00 00 00 00 00 2C B4 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C C1 16 ; eItem_HyperwaveBeacon 1B 6B 04 00 00 00 00 00 00 2C BD 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 33 16 ; eItem_PsiLink 1B 6B 04 00 00 00 00 00 00 2C BA 2C 1E 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C A3 16 ; eItem_DamagedUFOPowerSource 1B 6B 04 00 00 00 00 00 00 2C B8 2C 14 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C C7 16 ; eItem_DamagedUFONavigation 1B 6B 04 00 00 00 00 00 00 2C B6 2C 05 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C C7 16 ; eItem_DamagedAlienFood 1B 6B 04 00 00 00 00 00 00 2C B5 2C 05 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C C7 16 ; eItem_DamagedAlienEntertainment 1B 6B 04 00 00 00 00 00 00 2C B7 2C 05 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C C7 16 ; eItem_DamagedAlienStasisTank 1B 6B 04 00 00 00 00 00 00 2C B9 2C 0A 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C BA 16 ; eItem_DamagedAlienSurgery 1B 6B 04 00 00 00 00 00 00 2C BB 2C 2D 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C C1 16 0F 01 4C 35 00 00 2C 06 ; eItem_DamagedHyperwaveBeacon ; Cat 6 1B 6B 04 00 00 00 00 00 00 2C 90 2C 05 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 34 16 ; eItem_SectoidCorpse 1B 6B 04 00 00 00 00 00 00 2C 92 2C 05 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 35 16 ; eItem_FloaterCorpse 1B 6B 04 00 00 00 00 00 00 2C 94 2C 05 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 37 16 ; eItem_ThinManCorpse 1B 6B 04 00 00 00 00 00 00 2C 95 2C 05 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 36 16 ; eItem_MutonCorpse 1B 6B 04 00 00 00 00 00 00 2C 9A 2C 05 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 38 16 ; eItem_CryssalidCorpse 1B 6B 04 00 00 00 00 00 00 2C 98 2C 07 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 3B 16 ; eItem_CyberdiscCorpse 1B 6B 04 00 00 00 00 00 00 2C 9C 2C 0A 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 3D 16 ; eItem_SectopodCorpse 1B 6B 04 00 00 00 00 00 00 2C 9D 2C 02 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 3C 16 ; eItem_DroneCorpse 1B 6B 04 00 00 00 00 00 00 2C 99 2C 0F 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 3A 16 ; eItem_EtherealCorpse 1B 6B 04 00 00 00 00 00 00 2C 91 2C 0A 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 41 16 ; eItem_SectoidCommanderCorpse 1B 6B 04 00 00 00 00 00 00 2C 97 2C 05 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 3E 16 ; eItem_BerserkerCorpse 1B 6B 04 00 00 00 00 00 00 2C 96 2C 08 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 3F 16 ; eItem_MutonEliteCorpse 1B 6B 04 00 00 00 00 00 00 2C 93 2C 06 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 40 16 ; eItem_FloaterHeavyCorpse 1B 6B 04 00 00 00 00 00 00 2C A0 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 34 16 ; eTech_InterrogateSectoid 1B 6B 04 00 00 00 00 00 00 2C A2 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 35 16 ; eTech_InterrogateFloater 1B 6B 04 00 00 00 00 00 00 2C A4 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 37 16 ; eTech_InterrogateMuton 1B 6B 04 00 00 00 00 00 00 2C A5 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 36 16 ; eTech_InterrogateThinMan 1B 6B 04 00 00 00 00 00 00 2C A8 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 3A 16 ; eTech_InterrogateEthereal 1B 6B 04 00 00 00 00 00 00 2C A1 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 41 16 ; eTech_InterrogateBerserker 1B 6B 04 00 00 00 00 00 00 2C A7 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 3E 16 ; eTech_InterrogateMutonElite 1B 6B 04 00 00 00 00 00 00 2C A6 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 3F 16 ; eTech_InterrogateHeavyFloater 1B 6B 04 00 00 00 00 00 00 2C A3 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 4A 2C 40 16 ; eTech_InterrogateSectoidCommander 1B E2 02 00 00 00 00 00 00 16 04 0B 53 00 00 00 02 00 02 00 6F 04 00 00 00 00 00 00 Still looking around, and must be a setting some where, but have not come across it yet. So for now going back to playing the game for a while :)
  6. sounds like for the most part you are doing things right. I can only offer a few other sugestions and a few things you may have done but just not listed. but I will still lay them out in order anyway. - copy both the " XComGame.upk " and the " XComGame.uncompressed_size " to another fold out side game folder - Delete the " XComGame.uncompressed_size " from the game dir - Decompress the " XComGame.upk " file make sure to use the -lzo if having problems - use UPKunpack, and add you files to these folders - use UPKrepack, then copy and past the new file on to the CookedPCConsole Dir and over right old one. - goback to the main folder in Steam/steamapps/common/Xcom-Enemy-Unkown folder where you put Xshape or you should have it - open the XSHAPE.xml file in note pad, to make sure that " xcomgame.upk " all lower case is there. delete others that you didnt change just to be safe and save. - Open XSHAPE.bat and make sure you have the second one you list in there as since you dont use modpatcher you dont need thoughs extra lines. - if all these steps didnt work try what some reported as working, and edit the XSHAPE.bat again and change " java -jar XSHAPE.jar 26444500 " to " java -jar XSHAPE.jar 0 " some say that worked for them - every time you change the exe file, unless you messed with the host file. I get my firewall to deny the exe from calling home, but every time I change that exe I have to load game, jump back out then set the firewall to deny exe again, till the next time I change it. The main one in all that though is make sure the " XComGame.uncompressed_size " is deleted from that folder I had found just renaming that file and the original and keeping then in that folder cuased problems. Hope you solve your problem, and hope I pointed out a steam you missed, other wise I am not sure.
  7. another way is if you have a firewall program or you can go as fare as a hard firewall one, is set the exe to deny the exe internet accsess. Its not perfect though for the Program controled one, as after every time you modify the exe file, you have to load game, jump out then re-deny the exe, works again till you mod the exe file again. Although although 1/10 load steam some times gets around mine it seems.
  8. I run the standard version, never have had that problem of removing the files or such. I do have the problem though that steam seems to keep getting around the fire wal right after I change the exe file to test a mod, I would have to load Xcom, then log out and re-deny the exe then play as normal. The last few days now steam seems to get around it some times with out ajusting the exe :(
  9. The exe file calls home and pulls the info from there, you have to stop it from do this. I use Zome alarm, I go into program control and look for the exe and tell it to deny access to internet. though exver time you change that file you may have to load game and then log back out and tell it to deny again. I dont have to re do this unless I mofify exe. there is another way posted around here that mods some files, but I dont know what that does to other things so I left it alone.
  10. Thanks I think I saw that in some scrypt I went over, if I come across it again ill add to list above.
  11. Keeping main post up to date with new info I find or Test Found relavent list to relate to main list. every thing lines up and seems to line up on anot of other lists that just staite # XComGame.XGGameData eItem_BEGIN_WEAPONS, eItem_Pistol, eItem_AssaultRifle, eItem_Shotgun, eItem_LMG, eItem_SniperRifle, eItem_RocketLauncher, eItem_LaserPistol, eItem_LaserAssaultRifle, eItem_LaserAssaultGun, eItem_HeavyLaser, eItem_LaserSniperRifle, eItem_PlasmaPistol, eItem_PlasmaLightRifle, eItem_PlasmaAssaultRifle, eItem_AlloyCannon, eItem_HeavyPlasma, eItem_PlasmaSniperRifle, eItem_BlasterLauncher, eItem_FlameThrower, eItem_PlaceholderWeapon0, eItem_PlaceholderWeapon1, eItem_PlaceholderWeapon2, eItem_PlaceholderWeapon3, eItem_PlaceholderWeapon4, eItem_PlaceholderWeapon5, eItem_PlaceholderWeapon6, eItem_PlaceholderWeapon7, eItem_BEGIN_SPECIAL_WEAPONS, eItem_SectopodArm, eItem_SectopodCannon, eItem_SectopodHeatRay, eItem_ChryssalidClaw, eItem_DroneBeam, eItem_PsiAmp, eItem_Grapple, eItem_CyberdiscWeapon, eItem_BEGIN_ALIEN_SHARED_WEAPONS, eItem_SectoidPlasmaPistol, eItem_PlasmaLightRifle_ThinMan, eItem_PlasmaLightRifle_Floater, eItem_PlasmaLightRifle_Muton, eItem_PlasmaAssaultRifle_Muton, eItem_HeavyPlasma_Floater, eItem_HeavyPlasma_Muton, eItem_END_ALIEN_SHARED_WEAPONS, eItem_ZombieFist, eItem_ElderWeapon, eItem_MutonBlade, eItem_OutsiderWeapon, eItem_SoldierNoWeapon, eItem_Plague, eItem_SectopodClusterBomb, eItem_END_SPECIAL_WEAPONS, eItem_END_WEAPONS, eItem_BEGIN_ARMOR, eItem_ArmorKevlar, eItem_ArmorCarapace, eItem_ArmorSkeleton, eItem_ArmorTitan, eItem_ArmorArchangel, eItem_ArmorGhost, eItem_ArmorPsi, eItem_DLCArmor0, eItem_DLCArmor1, eItem_DLCArmor2, eItem_DLCArmor3, eItem_DLCArmor4, eItem_DLCArmor5, eItem_DLCArmor6, eItem_DLCArmor7, eItem_PlaceholderArmor0, eItem_PlaceholderArmor1, eItem_END_ARMOR, eItem_BEGIN_ITEMS, eItem_Medikit, eItem_CombatStims, eItem_MindShield, eItem_ChitinPlating, eItem_ArcThrower, eItem_TargetingModule, eItem_ReinforcedArmor, eItem_END_ITEMS, eItem_BEGIN_GRENADES, eItem_FragGrenade, eItem_SmokeGrenade, eItem_FlashBang, eItem_AlienGrenade, eItem_PlaceholderGrenade0, eItem_PlaceholderGrenade1, eItem_BEGIN_ALIEN_GRENADES, eItem_SectoidGrenade, eItem_FloaterGrenade, eItem_MutonGrenade, eItem_CyberdiscGrenade, eItem_ThinManGrenade, eItem_END_ALIEN_GRENADES, eItem_PsiGrenade, eItem_BattleScanner, eItem_END_GRENADES, eItem_BEGIN_VEHICLES, eItem_SHIV, eItem_SHIV_Alloy, eItem_SHIV_Hover, eItem_Interceptor, eItem_Firestorm, eItem_Skyranger, eItem_Satellite, eItem_PlaceholderVehicle0, eItem_PlaceholderVehicle1, eItem_END_VEHICLES, eItem_BEGIN_VEHICLE_UPGRADES, eItem_ShivMinigun, eItem_ShivSentry, eItem_ShivLaser, eItem_ShivPlasma, eItem_SHIVDeck_I, eItem_SHIVDeck_II, eItem_SHIVDeck_III, eItem_PlaceholderShivUpgrade0, eItem_PlaceholderShivUpgrade1, eItem_BEGIN_SHIP_WEAPONS, eItem_IntWeap_I, eItem_IntWeap_II, eItem_IntWeap_III, eItem_IntWeap_IV, eItem_IntWeap_V, eItem_IntWeap_VI, eItem_PlaceholderIntWeapon0, eItem_PlaceholderIntWeapon1, eItem_END_SHIP_WEAPONS, eItem_BEGIN_INTERCEPTOR_CONSUMABLES, eItem_IntConsumable_Dodge, eItem_IntConsumable_Boost, eItem_IntConsumable_Hit, eItem_PlaceholderIntConsumable0, eItem_PlaceholderIntConsumable1, eItem_END_INTERCEPTOR_CONSUMABLES, eItem_END_VEHICLE_UPGRADES, eItem_BEGIN_CORPSES, eItem_CivilianCorpse, eItem_TankCorpse, eItem_SoldierCorpse, eItem_SectoidCorpse, eItem_SectoidCommanderCorpse, eItem_FloaterCorpse, eItem_FloaterHeavyCorpse, eItem_ThinManCorpse, eItem_MutonCorpse, eItem_MutonEliteCorpse, eItem_BerserkerCorpse, eItem_CyberdiscCorpse, eItem_EtherealCorpse, eItem_CryssalidCorpse, eItem_ZombieCorpse, eItem_SectopodCorpse, eItem_DroneCorpse, eItem_END_CORPSES, eItem_BEGIN_CAPTIVES, eItem_SectoidCaptive, eItem_SectoidCommanderCaptive, eItem_FloaterCaptive, eItem_FloaterHeavyCaptive, eItem_ThinManCaptive, eItem_MutonCaptive, eItem_MutonEliteCaptive, eItem_BerserkerCaptive, eItem_EtherealCaptive, eItem_END_CAPTIVES, eItem_BEGIN_COLLECTIBLES, eItem_Elerium115, eItem_AlienAlloys, eItem_WeaponFragment, eItem_AlienEntertainment, eItem_AlienFood, eItem_AlienStasisTank, eItem_UFONavigation, eItem_AlienSurgery, eItem_UFOPowerSource, eItem_HyperwaveBeacon, eItem_DamagedAlienEntertainment, eItem_DamagedAlienFood, eItem_DamagedAlienStasisTank, eItem_DamagedUFONavigation, eItem_DamagedAlienSurgery, eItem_DamagedUFOPowerSource, eItem_DamagedHyperwaveBeacon, eItem_UFOFusionLauncher, eItem_PsiLink, eItem_END_COLLECTIBLES, eItem_Base_Shard, eItem_Skeleton_Key, eItem_SectopodChestCannon, eItem_NullPrereq, eItem_MAX
  12. I think I have Tracked down the area they are in, for when character is made. Have seen this listed in a few spots but have yet to run tests. As for when I hire people, I usaly change the colors of new guys to Red, as they are my " Red Shirt guys " from old start trek and almost always die and expendable :) as for others Soon as I get what they are I change there colors, and would love to find an area that lets me ajust that as well. Assualt - White Sniper - Black Support - Yellow Heavy - Dark blue After messing with code as far as we get, I will then move to Texturing.
  13. Found something lower in the list of XGItemsTree It appears that acording to this below # 105 and 106 are realated to ship items most likly Friendly as it looks up " AIRANDSPACE_BONUS" and " kItem.iCash = GetItemSalePrice(byte(iItem)) " noexport function TItem GetItem(int iItem, optional int iTransactionType) { local TItem kItem; iTransactionType = 1; kItem = m_arrItems[iItem]; // End:0xa3 Loop:False if(iTransactionType == 2) { kItem.iCash = GetItemSalePrice(byte(iItem)); kItem.iElerium = 0; kItem.iAlloy = 0; } // End:0x21a else { // End:0x1d3 Loop:False if(HQ().HasBonus(2) && (iItem == 105 || (iItem == 106) || (IsShipWeapon(iItem)))) { kItem.iCash *= float(class'XGTacticalGameCore'.default.CB_AIRANDSPACE_BONUS) / 100.00; kItem.iAlloy *= float(class'XGTacticalGameCore'.default.CB_AIRANDSPACE_BONUS) / 100.00; kItem.iElerium *= float(class'XGTacticalGameCore'.default.CB_AIRANDSPACE_BONUS) / 100.00; } // End:0x207 Loop:False if(iItem == 108 && (IsOptionEnabled(10))) { CalcEscalatingSatelliteCost(kItem); } ScaleCost(kItem); } kItem.strBriefSummary = GetSummary(iItem); return kItem; } But also looking at this list most of it near the bottom indicates that iCurrentCategory = 1 ; Weapons and secondary items 1-29 is Weapons, But only 2-19 on list 75-100 Items ( guess Backpack ), but only 76-82, 85,86, 88, 99 listed iCurrentCategory = 2 ; Armors 56-74 is Armor, but only 57-63 on list iCurrentCategory = 6 ; Alien bodies and captives 159-169 Captives, and are Eitems not iItems this time. and only 160-168 listed function bool IsShipWeapon(int iItemType) { return iItemType > 122 && (iItemType < 131); } function bool IsArmor(int iItem) { return iItem > 56 && (iItem < 74); } function bool IsWeapon(int iItem) { return iItem > 1 && (iItem < 29); } function bool IsItem(int iItem) { return iItem > 75 && (iItem < 100); } function bool IsCaptive(XComGame.XGGameData.EItemType eItem) { return eItem > 159 && (eItem < 169); }
  14. Ya this is what I was thinking as well, but as was trying to get it all posted before running out door for work limmited what I was posting :) I had found that changing some of these values did nothing from what I could tell. But I had also not tested these with a restart of game. As for Item 57, that was what I was thinking as well and changed the first one, but as I did not know what I was changing it to was not sure what I was looking for or if I had resuched it yet :) Have not tested with restart yet as well. I was thinking 195 as Base key posably. I did this too but didnt post resualts as wanted to see if some one els would try and get same resualts with out any imput or direstion. So lest now I know it was not just me :) So posable to change all items if wanted as we dont realy need more then 100 rifles and other guns anyway :) that we know of yet lol. Lets post and keep a record of what thoughs build items numbers relate to, may help in other locations not just this later on. A few other things I have tryied and at one time worked for a bit. - Got smoke nades as a buildable items with proper Icon ( Can not get to show in barraks though to load on troops though ) - Got battlescanners to work as buildable items with Icon, and able to load on troops. When entering battle it would give propper Icon with 2 scanners loaded. ( stopped working few days later for some reason, can still equip but does not rejester in battle to use. ) - can not make alien Nades buildable though, although it should work. - AS I stated some time ago just after release in the WSG forums I had found a way to get Eyefinity to render right side up in game so you can see proper in 5760x1080, problem is that it zooms the screen it to thoughs outer edges. So you lose a lot of top and bottom, but I head Haden got the FOV to work in his FlawlessWide screen program, but ran into same problems I had, and that was the cursor does not go where you want it to go, so makes it really really hard to play. That is one of the things that got me into pooking around in the UPKs in the first place.
  15. I have found a few interesting things in the files latly, here is one that seems to indicate Infinate items. was hoping to make smoke infinate, but since theres no refernce to what items numbers are indicating had to find. This may mean nothing though :( So maybe some of us can figer out if this stuff accualy does something or lest in relation to others. SComStrategyDame.XGStorage Intit.Funtion function Init() { m_arrItems.Add(195); m_arrItemArchives.Add(195); m_arrClaims.Add(195); m_arrInfiniteItems.AddItem(57); m_arrInfiniteItems.AddItem(3); m_arrInfiniteItems.AddItem(4); m_arrInfiniteItems.AddItem(2); m_arrInfiniteItems.AddItem(85); m_arrInfiniteItems.AddItem(6); m_arrInfiniteItems.AddItem(5); m_arrInfiniteItems.AddItem(7); m_arrInfiniteItems.AddItem(57); m_arrInfiniteItems.AddItem(124); } 24 39 16 55 01 49 40 00 00 03 00 - indicates the " m_arrInfiniteItems.AddItem();" changing the value 39 is whats in the brakets 4C 40 00 00 9F 1F 00 00 00 00 00 00 4C 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 17 00 00 00 9B 02 00 00 C0 00 00 00 8C 00 00 00 54 01 4C 40 00 00 2C C3 16 54 01 4B 40 00 00 2C C3 16 54 01 4A 40 00 00 2C C3 16 55 01 49 40 00 00 03 00 24 09 16 55 01 49 40 00 00 03 00 24 03 16 55 01 49 40 00 00 03 00 24 04 16 55 01 49 40 00 00 03 00 24 02 16 55 01 49 40 00 00 03 00 24 55 16 55 01 49 40 00 00 03 00 24 06 16 55 01 49 40 00 00 03 00 24 05 16 55 01 49 40 00 00 03 00 24 07 16 55 01 49 40 00 00 03 00 24 39 16 55 01 49 40 00 00 03 00 24 7C 16 04 0B 53 00 00 00 02 00 02 00 F3 12 00 00 00 00 00 00 Heres a list of items that some one already posted I think. XComStrategyGameXGItemTree Also if you see at the bottom of most things listed in this file you see a Ballance somthing like "BalanceItems(); BalanceFacilities(); " witch seems to relate to the ballance settings in the .exe file but there also seems to be sometimes more listed here in this file then in the exe. so if we have a list of items related to thes numbers we maky beable to have more ballancing stuff. Edit : iCurrentCategory = 1 ; Weapons and secondary items 1-29 is Weapons, But only 2-19 on list 75-100 Items ( guess Backpack ), but only 76-82, 85,86, 88, 99 listed iCurrentCategory = 2 ; Armors 56-74 is Armor, but only 57-63 on list iCurrentCategory = 6 ; Alien bodies and captives 159-169 Captives, and are Eitems not iItems this time. and only 160-168 listed Updated List Not 100% on all, but appears to fit. Most items seam to not count the 0 listed in some things. function BuildItems() { m_iCurrentCategory = 1; BuildItem(2, -1, -1, -1, 37); eItem_Pistol BuildItem(3, -1, -1, -1, 16); eItem_AssaultRifle BuildItem(4, -1, -1, -1, 54); eItem_Shotgun BuildItem(5, -1, -1, -1, 31); eItem_LMG BuildItem(6, -1, -1, -1, 57); eItem_SniperRifle BuildItem(7, -1, -1, -1, 45); eItem_RocketLauncher BuildItem(85, -1, -1, -1, 23); eItem_FragGrenade BuildItem(86, -1, -1, -1, 56); eItem_SmokeGrenade BuildItem(76, 25, 7, 5, 32); eItem_Medikit, iCash=25, iElerium=0, iAlloys=0, iTime=7, iEng=5 BuildItem(88, -1, -1, -1, 2, 6); eItem_AlienGrenade BuildItem(80, 10, 7, 5, 2, 8); eItem_ArcThrower, iCash=35, iElerium=0, iAlloys=0, iTime=7, iEng=5 BuildItem(99, -1, -1, -1, 17); eItem_BattleScanner BuildItem(81, 20, 7, 5, 9, 48); eItem_TargetingModule, iCash=20, iElerium=0, iAlloys=0, iTime=7, iEng=5 BuildItem(82, 20, 7, 5, 10, 36); eItem_ReinforcedArmor, iCash=20, iElerium=0, iAlloys=0, iTime=7, iEng=5 BuildItem(79, 85, 7, 10, 47, 18); eItem_ChitinPlating, iCash=85, iElerium=0, iAlloys=10, iTime=7, iEng=15 BuildItem(77, 50, 7, 10, 50, 151, 19); eItem_CombatStims, iCash=50, iElerium=0, iAlloys=5, iTime=7, iEng=15 BuildItem(78, 150, 10, 25, 55, 34); eItem_MindShield, iCash=150,iElerium=30,iAlloys=10, iTime=10, iEng=35 BuildItem(192, 25, 20, 20, 7, 15, 3, 55); eItem_Skeleton_Key, iCash=25, iElerium=10,iAlloys=10, iTime=7, iEng=15 BuildItem(8, 10, 10, 7, 10, 19, 27); eItem_LaserPistol, iCash=10, iElerium=0, iAlloys=10, iTime=7, iEng=10 BuildItem(9, 25, 15, 7, 12, 19, 28); eItem_LaserAssaultRifle, iCash=25, iElerium=0, iAlloys=15, iTime=7, iEng=12 BuildItem(10, 30, 25, 7, 12, 20, 29); eItem_LaserAssaultGun, iCash=30, iElerium=0, iAlloys=25, iTime=7, iEng=12 BuildItem(12, 35, 25, 7, 12, 20, 30); eItem_LaserSniperRifle, iCash=35, iElerium=0, iAlloys=25, iTime=7, iEng=12 BuildItem(11, 30, 25, 7, 12, 21, 26); eItem_HeavyLaser, iCash=30, iElerium=0, iAlloys=25, iTime=7, iEng=12 BuildItem(13, 100, 10, 20, 10, 20, 22, 40); eItem_PlasmaPistol, iCash=100,iElerium=10,iAlloys=20, iTime=10, iEng=20 BuildItem(14, 125, 15, 20, 10, 20, 23, 42); eItem_PlasmaLightRifle, iCash=125,iElerium=15,iAlloys=20, iTime=10, iEng=20 BuildItem(15, 200, 20, 30, 10, 20, 24, 41); eItem_PlasmaAssaultRifle, iCash=200,iElerium=20,iAlloys=30, iTime=10, iEng=20 BuildItem(16, 200, 20, 50, 12, 25, 27, 43); eItem_AlloyCannon, iCash=200,iElerium=20,iAlloys=50, iTime=12, iEng=25 BuildItem(17, 250, 30, 30, 10, 25, 25, 39); eItem_HeavyPlasma, iCash=250,iElerium=30,iAlloys=30, iTime=10, iEng=25 BuildItem(18, 250, 25, 30, 15, 25, 26, 44); eItem_PlasmaSniperRifle, iCash=250,iElerium=25,iAlloys=30, iTime=15, iEng=25 BuildItem(19, 275, 35, 40, 15, 40, 30, 38); eItem_BlasterLauncher, iCash=275,iElerium=65,iAlloys=50, iTime=15, iEng=35 ; 20 eItem_FlameThrower ; 21 eItem_PlaceholderWeapon0 ; 22 eItem_PlaceholderWeapon1 ; 23 eItem_PlaceholderWeapon2 ; 24 eItem_PlaceholderWeapon3 ; 25 eItem_PlaceholderWeapon4 ; 26 eItem_PlaceholderWeapon5 ; 27 eItem_PlaceholderWeapon6 ; 28 eItem_PlaceholderWeapon7 ; 89 eItem_PlaceholderGrenade0 ; 90 eItem_PlaceholderGrenade1 ; 91 eItem_BEGIN_ALIEN_GRENADES ; 92 eItem_SectoidGrenade ; 93 eItem_FloaterGrenade ; 94 eItem_MutonGrenade ; 95 eItem_CyberdiscGrenade ; 96 eItem_ThinManGrenade ; 97 eItem_END_ALIEN_GRENADES ; 98 eItem_PsiGrenade m_iCurrentCategory = 2; BuildItem(57, -1, -1, -1, 12); eItem_ArmorKevlar BuildItem(58, 25, 15, 10, 10, 14, 10); eItem_ArmorCarapace, iCash=25, iElerium=0, iAlloys=15, iTime=10, iEng=10 BuildItem(59, 30, 10, 10, 15, 15, 14); eItem_ArmorSkeleton, iCash=30, iElerium=0, iAlloys=10, iTime=10, iEng=15 BuildItem(60, 150, 10, 35, 10, 25, 16, 15); eItem_ArmorTitan, iCash=150,iElerium=10,iAlloys=35, iTime=10, iEng=25 BuildItem(61, 200, 16, 30, 14, 35, 18, 9); eItem_ArmorArchAngel, iCash=200,iElerium=35,iAlloys=50, iTime=14, iEng=35 BuildItem(62, 250, 20, 25, 14, 40, 17, 11); eItem_ArmorGhost, iCash=250,iElerium=50,iAlloys=40, iTime=14, iEng=40 BuildItem(63, 400, 40, 20, 10, 30, 13, 13); eItem_ArmorPsi, iCash=400,iElerium=40,iAlloys=20, iTime=10, iEng=30 ; 64 eItem_DLCArmor0 ; 65 eItem_DLCArmor1 ; 66 eItem_DLCArmor2 ; 67 eItem_DLCArmor3 ; 68 eItem_DLCArmor4 ; 69 eItem_DLCArmor5 ; 70 eItem_DLCArmor6 ; 71 eItem_DLCArmor7 ; 72 eItem_PlaceholderArmor0 ; 73 eItem_PlaceholderArmor1 m_iCurrentCategory = 3; BuildItem(102, 50, 14, 5, 1, 49); eItem_SHIV BuildItem(103, 100, 25, 14, 10, 14, 1, 50); eItem_SHIV_Alloy BuildItem(104, 200, 30, 30, 14, 20, 5, 1, 51); eItem_SHIV_Hover BuildItem(105, 40, -1, -1, 25); eItem_Interceptor, iCash=40, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(106, 275, 40, 60, 21, 20, 5, 21); eItem_Firestorm, iCash=200,iElerium=20,iAlloys=40, iTime=14, iEng=20 BuildItem(107, -1, -1, -1, 66); eItem_Skyranger BuildItem(108, 100, 20, 5, 46); eItem_Satellite, iCash=100,iElerium=0, iAlloys=0, iTime=20, iEng=5 ; 109 eItem_PlaceholderVehicle0 ; 110 eItem_PlaceholderVehicle1 BuildItem(113, -1, -1, -1, 1, 52); eItem_ShivMinigun ; 114 eItem_ShivSentry BuildItem(115, -1, -1, -1, 53); eItem_ShivLaser BuildItem(116, -1, -1, -1, 65); eItem_ShivPlasma BuildItem(117, -1, -1, -1, 1, 49); eItem_SHIVDeck_I BuildItem(118, -1, -1, -1, 50); eItem_SHIVDeck_II BuildItem(119, -1, -1, -1, 51); eItem_SHIVDeck_III ; 120 eItem_PlaceholderShivUpgrade0 ; 121 eItem_PlaceholderShivUpgrade1 BuildItem(123, 25, 7, 5, 11, 2); eItem_IntWeap_I, iCash=35, iElerium=0, iAlloys=0, iTime=7, iEng=5 BuildItem(124, -1, -1, -1, 4); eItem_IntWeap_II {Avaluanch missles i Guess as only Item left in " m_arrInfiniteItems.AddItem(124) " that has no ammo costs and fits catagory} BuildItem(125, 35, 25, 7, 10, 21, 3); eItem_IntWeap_III, iCash=35, iElerium=0, iAlloys=25, iTime=7, iEng=10 BuildItem(126, 100, 20, 20, 10, 20, 28, 5); eItem_IntWeap_IV, iCash=100,iElerium=20,iAlloys=20, iTime=10, iEng=20 BuildItem(127, 200, 20, 30, 10, 30, 33, 0); eItem_IntWeap_V, iCash=200,iElerium=20,iAlloys=30, iTime=10, iEng=30 BuildItem(128, 150, 20, 30, 10, 35, 29, 1); eItem_IntWeap_VI, iCash=150,iElerium=20,iAlloys=30, iTime=10, iEng=35 ; 129 eItem_PlaceholderIntWeapon0 ; 130 eItem_PlaceholderIntWeapon1 BuildItem(135, 10, 0, 0, 0, 5, 43, 47); eItem_IntConsumable_Hit, iCash=10, iElerium=0, iAlloys=0, iTime=0, iEng=5 BuildItem(133, 50, 0, 0, 0, 5, 44, 20); eItem_IntConsumable_Dodge, iCash=50, iElerium=0, iAlloys=0, iTime=0, iEng=10 BuildItem(134, 20, 0, 0, 0, 10, 49, 58); eItem_IntConsumable_Boost, iCash=20, iElerium=0, iAlloys=0, iTime=0, iEng=10 ; 136 eItem_PlaceholderIntConsumable0 ; 137 eItem_PlaceholderIntConsumable1 m_iCurrentCategory = 4; posably ; 39 eItem_SectoidPlasmaPistol, ; 40 eItem_PlasmaLightRifle_ThinMan, ; 41 eItem_PlasmaLightRifle_Floater, ; 42 eItem_PlasmaLightRifle_Muton, ; 43 eItem_PlasmaAssaultRifle_Muton, ; 44 eItem_HeavyPlasma_Floater, ; 45 eItem_HeavyPlasma_Muton, ; 47 eItem_ZombieFist, ; 48 eItem_ElderWeapon, ; 49 eItem_MutonBlade, ; 50 eItem_OutsiderWeapon, ; 51 eItem_SoldierNoWeapon, ; 52 eItem_Plague, ; 53 eItem_SectopodClusterBomb, ; 193 eItem_SectopodChestCannon m_iCurrentCategory = 5; BuildItem(171, 3, 1, -1, -1, 14); eItem_Elerium115, iCash=3, iElerium=1, iAlloys=0, iTime=-1, iEng=-1 BuildItem(172, 2, 1, -1, -1, 36); eItem_AlienAlloys, iCash=2, iElerium=0, iAlloys=1, iTime=-1, iEng=-1 BuildItem(173, 1, -1, -1, 0); eItem_WeaponFragment, iCash=1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(191, -1, -1, -1, 40); eItem_Base_Shard BuildItem(179, 75, -1, -1, 44); eItem_UFOPowerSource, iCash=75, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(177, 40, -1, -1, 43); eItem_UFONavigation, iCash=40, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(175, 10, -1, -1, 46); eItem_AlienFood, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(174, 17, -1, -1, 47); eItem_AlienEntertainment, iCash=17, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(176, 10, -1, -1, 48); eItem_AlienStasisTank, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(178, 25, -1, -1, 49); eItem_AlienSurgery, iCash=25, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(188, 125, -1, -1, 45); eItem_UFOFusionLauncher, iCash=125,iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(180, -1, -1, -1, 193); eItem_HyperwaveBeacon BuildItem(189, -1, -1, -1, 51); eItem_PsiLink BuildItem(186, 30, -1, -1, 163); eItem_DamagedUFOPowerSource, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(184, 20, -1, -1, 199); eItem_DamagedUFONavigation, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(182, 5, -1, -1, 199); eItem_DamagedAlienFood, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(181, 5, -1, -1, 199); eItem_DamagedAlienEntertainment,iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(183, 5, -1, -1, 199); eItem_DamagedAlienStasisTank, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(185, 10, -1, -1, 186); eItem_DamagedAlienSurgery, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(187, 45, -1, -1, 193); eItem_DamagedHyperwaveBeacon, iCash=45, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 m_iCurrentCategory = 6; ; 141 eItem_CivilianCorpse ; 142 eItem_TankCorpse ; 143 eItem_SoldierCorpse BuildItem(144, 5, -1, -1, 52); eItem_SectoidCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(146, 5, -1, -1, 53); eItem_FloaterCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(148, 5, -1, -1, 55); eItem_ThinManCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(149, 5, -1, -1, 54); eItem_MutonCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(154, 5, -1, -1, 56); eItem_CryssalidCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(152, 7, -1, -1, 59); eItem_CyberdiscCorpse, iCash=7, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(156, 10, -1, -1, 61); eItem_SectopodCorpse, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(157, 2, -1, -1, 60); eItem_DroneCorpse, iCash=2, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(153, 15, -1, -1, 58); eItem_EtherealCorpse, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(145, 10, -1, -1, 65); eItem_SectoidCommanderCorpse, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(151, 5, -1, -1, 62); eItem_BerserkerCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(150, 8, -1, -1, 63); eItem_MutonEliteCorpse, iCash=8, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 BuildItem(147, 6, -1, -1, 64); eItem_FloaterHeavyCorpse, iCash=6, iElerium=0, iAlloys=0, iTime=-1, iEng=-1 ; 155 eItem_ZombieCorpse BuildItem(160, -1, -1, -1, 52); eTech_InterrogateSectoid BuildItem(162, -1, -1, -1, 53); eTech_InterrogateFloater BuildItem(164, -1, -1, -1, 55); eTech_InterrogateMuton BuildItem(165, -1, -1, -1, 54); eTech_InterrogateThinMan BuildItem(168, -1, -1, -1, 58); eTech_InterrogateEthereal BuildItem(161, -1, -1, -1, 65); eTech_InterrogateBerserker BuildItem(167, -1, -1, -1, 62); eTech_InterrogateMutonElite BuildItem(166, -1, -1, -1, 63); eTech_InterrogateHeavyFloater BuildItem(163, -1, -1, -1, 64); eTech_InterrogateSectoidCommander BalanceItems(); } function BuildFacilities() { BuildFacility(1, -1, 0, 0, -1, 0, -1, -5, 2, 67); eFacility_Barracks BuildFacility(4, -1, 0, 0, -1, 0, -1, -5, 1); eFacility_Hangar BuildFacility(2, -1, 0, 0, -1, 0, -1, -3, 2); eFacility_Research BuildFacility(5, -1, 0, 0, -1, 0, -1, -4, 1); eFacility_MissionControl BuildFacility(3, -1, 0, 0, -1, 0, -1, -2, 1); eFacility_Research BuildFacility(6, 50, 0, 0, 10, 1, 7, -2, 1, 101); eFacility_AccessLift, iCash=50, iElerium=0, iAlloys=0, iMaintenance=10, iTime=5, iPower=-2 BuildFacility(7, 125, 0, 0, 24, 1, 12, -3, 1, 110); eFacility_ScienceLab, iCash=125, iElerium=0, iAlloys=0, iMaintenance=24, iTime=10, iPower=-3 BuildFacility(8, 130, 0, 0, 26, 1, 12, -3, 1, 104); eFacility_Workshop, iCash=130, iElerium=0, iAlloys=0, iMaintenance=26, iTime=10, iPower=-3 BuildFacility(9, 150, 0, 0, 15, 1, 21, -5, 1, 107); eFacility_SmallRadar, iCash=150, iElerium=0, iAlloys=0, iMaintenance=15, iTime=14, iPower=-5 BuildFacility(10, 60, 0, 0, 11, 1, 9, class'XGTacticalGameCore'.default.POWER_NORMAL, 1, 106); eFacility_Power BuildFacility(11, 115, 0, 0, 20, 1, 10, -3, 1, 11, 105); eFacility_Foundry, iCash=75, iElerium=0, iAlloys=0, iMaintenance=20, iTime=10,iPower=-3 BuildFacility(12, 125, 0, 0, 25, 1, 8, -2, 1, 113); eFacility_OTS, iCash=125, iElerium=0, iAlloys=0, iMaintenance=25, iTime=8, iPower=-3 BuildFacility(13, 85, 0, 0, 18, 1, 10, -5, 1, 1, 102); eFacility_AlienContain, iCash=85, iElerium=0, iAlloys=0, iMaintenance=18, iTime=7, iPower=-5 BuildFacility(14, 300, 0, 15, 26, 2, 28, -8, 1, 31, 111); eFacility_LargeRadar, iCash=300, iElerium=0, iAlloys=25, iMaintenance=26, iTime=21,iPower=-8 BuildFacility(15, 225, 0, 0, 23, 3, 21, class'XGTacticalGameCore'.default.POWER_THERMAL, 1, 112); eFacility_ThermalPower BuildFacility(16, 275, 20, 30, 29, 5, 21, class'XGTacticalGameCore'.default.POWER_ELERIUM, 1, 32, 103); eFacility_EleriumGenerator BuildFacility(17, 325, 10, 10, 50, 5, 21, -3, 1, 4, 109); eFacility_PsiLabs, iCash=200, iElerium=20,iAlloys=20, iMaintenance=30, iTime=14, iPower=-3 BuildFacility(18, 250, 25, 25, 50, 5, 21, -10, 1, 7, 180, 94); eFacility_HyperwaveRadar, iCash=175, iElerium=0, iAlloys=10, iMaintenance=30, iTime=14, iPower=-4 BuildFacility(19, 400, 15, 10, 100, 7, 14, -3, 1, 8, 189, 116); eFacility_DeusEx, iCash=200, iElerium=10,iAlloys=10, iMaintenance=100,iTime=14, iPower=-5 ; 20 eFacility_GreyMarket ; 21 eFacility_SitRoom BalanceFacilities(); } a lot of lists seem to refer to lists in " XComGame.XGGameData " start #1 at first thing on list and will line up. This also sugests that all things we looking at that refer to a Number May look up in other lists in same manner, So keep your eyes open :) theoredicaly we can now add or delete items from grey market or into game by changing the second value form -1 remove to a positive above 0. Getting late so will test tomorrow unless some one beats me to it :)
  16. No clue what weird version you have. But I have a hard copy per-purchase, that like all others does not allow nor give you an option to install anywhere. Insert disk, Click install askes you would you like to install steam, If you say no it cancels install, if you say yes it starts installing game, they give you no option to change install directory.
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