I've found examples among objects in attacks.gamedatabundle where the objects within a "Components" array are put in different order between attacks' objects. For example:
Carnage_AOEPrimary:
Components: [{46}{9}{12}]
That's AttackBaseComponent, then AttackAOEComponent (9 properties), and finally AttackRangedComponent (12 properties).
And then in other objects we have:
Components: [{46},{12},{9}]
For example, the nearby Barbaric_Yell_AOE is like that.
It will help me a lot if you can keep these consistent across all attacks of a given type. Because when writing my editor, I use stuff like
And if this Components[1] means one object in one attack, and another object in another attack... I have to make checks every time whether I'm in the right object, which shouldn't be necessary.
Question
Gairnulf
I've found examples among objects in attacks.gamedatabundle where the objects within a "Components" array are put in different order between attacks' objects. For example:
Carnage_AOEPrimary:
Components: [{46}{9}{12}]
That's AttackBaseComponent, then AttackAOEComponent (9 properties), and finally AttackRangedComponent (12 properties).
And then in other objects we have:
Components: [{46},{12},{9}]
For example, the nearby Barbaric_Yell_AOE is like that.
It will help me a lot if you can keep these consistent across all attacks of a given type. Because when writing my editor, I use stuff like
Just a friendly request.
A Custom Editor for Deadfire's Data:
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