my 50cents contribution: Resource list.
Some remarks:
1. i only created this to get them Travel packs edited easily. Did not realize this was NOT for "free"
2. 'Metal Shards' does not seem to show up at startup, but will at some point (i'm guessing as soon as you'll need it for crafting/andwhatnot)
3. there are actually 3 inventory lists; i'm only showing the 1st one here. If you want to have those as well, edit the 2nd script and change 'local nContainer = 0' to ... =2'. Not done any work on that: me thinks one of them might be your stash container.
4. i did not spend any time finding a full resource/inventory_Names list: i'm currently assuming - hoping, that is - that #Sunbeam will magically have it pop out of his head
5. keep in mind that all sorts of stuff is shown in this list; not just resources. Yes, you can easily change it to a predefined value ('99' here), but this will also apply to other items such as tools/andwhatnot. No idea what this can/will cause further down the road... That said: I have 99 Shieldwings now, and using everyone of them
6. for developers: I'm using an array that relates an hexId/Integer with its descriptive (see script). Items already identified were based on comparing its value with the Resources list (mostly)
7. three 4-bytes fields prior to the one i'm using do NOT change either. One of them pairs might be the UUid #Sunbeam mentioned... or not...
ps: i have no intention to build a "complete" table for this game, be it very interesting considering the collected struct_names. Sofar I've only used the 'Player : Invulnerability' so that i could learn the basic mechanics better...
-EDIT-
Ok, as long as the item stays in the 1st list, it should be fine. However, last night the FastTravelPack "moved" to the 2nd (or 3rd) list, which - unfortunately does not have the save IDs (in fact most of the items in those 2 lists have identical Ids; all 4 bytes_fields, so...)
=> Anyways: #Sunbeam has added an Inventory feature to his table now, so better learn to use that one...
And yep - as thè man stated - i forgot to mention that you'll find duplicates in all 3 lists. btw: i'll continue to use it to increase special items - using Notepad++ Compare - untill I know how to use that Inventory feature.
-EDIT 2-
* updated inventory routine:
- if nothing is shown in the list, open Inventory and then check again
- if values are no longer valid/incorrect: just open/close inventory again
- most descriptives are now shown in the list (collected from struct itself)
- removed the 'setMaxQuantity' option, as I have no idea about implication
(came across a 'Category' struct, so might look into that evt)
- and yes, still duplicates in the list: use Notepad++ for quick_search
ps: I've added (partial) xID used in #Sunbeam's table for easy search
(it appeared i got initially the right one; but i'm only using 16 digits here)
* added: autoregenerate Health: a feature I really liked in Outcast 2; and which i enjoy in this game as well...
(will probably add this to (some of) my other tables too)
-EDIT 3-
* updated: health & inventory should handle lua errors properly now (espec. after dying/andwhatnot)
tip: if inventory does not show them 3 lists, right-click colored script and report its error.
-EDIT 4-
* moved to: [
viewtopic.php?p=348538#p348538 ]
(have added new features, plus avoiding the 'what's the pw again' ?)