Topic on User talk:Mehni

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Thanks, this sounds great. Can get confusing though, when WorkToMake in the XML files say one thing, and Work amount in-game - what one would think is the same - say something completely different. Probably best to rely on the XML values. But then people will see a high value when editing the page, and maybe input what they see in-game.

I see this process is going to be much the same as earlier, though. The hard part isn't really the SMW to Cargo transition itself, but making sure the data is correct and structured sensibly. And unfortunately it's much harder to get a good overview of the actual data in this game compared to some others. As you touch on, the data for the same item/whatever is stored in several different files. Typically at least one parent/base item. Makes sense from a programming point of view of course, but makes it difficult for mere mortals to know what is going on. Currently I'm looking at animals, and good grief. I'm up to some 60-70 fields, and that is after tossing attack data into its own table. And doubt I've found it all. If you happen to have some type of list for all data that is truly associated with each thing, that would help out a lot.

Tiny example: I've found minimum comfy temp for wolves and whatnot, but haven't come across maximum comfy temp yet. Strange.

Anywho, I've written a bit on the forum instead since there is more feedback for some reason, and here is an early draft of a new animal infobox, with the attack data split out. Forum post.

On the topic of attack data, do you know more about how these surprise-related fields behave? And when there are two different attacks under <capacities><li>, does that mean both get applied, or is there a 50% chance for each? Some mechs have it for instance.