Difference between revisions of "LUAAdvisors"
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− | + | The '''Advisor Definitions Script''' defines the Advisor Details. The [[TGI]] for this file is ''0xca63e2a3,0x4a5e8ef6,0xff456218''. | |
− | + | ==Specification== | |
+ | This [[LUA]] file contains a starting block, followed by the Main Advisor Table, which includes all of the advisor definitions. | ||
− | |||
===Starting Block=== | ===Starting Block=== | ||
− | + | The file begins with the usual round of ''dofile'' includes. | |
<pre> | <pre> | ||
dofile("filename.lua") | dofile("filename.lua") | ||
− | + | </pre> | |
+ | This is immediately followed by a template that is used for the advisor definitions later in the file. | ||
+ | <pre> | ||
advisor_base_template = create_template | advisor_base_template = create_template | ||
({ | ({ | ||
Line 18: | Line 20: | ||
name = "", | name = "", | ||
}) | }) | ||
− | + | </pre> | |
− | + | ||
+ | ===Main Advisor Table=== | ||
+ | The next section of the file is the beginning of the main advisor table. This table includes the definitions for all of the advisors in the game. It begins by resetting the advisor count to zero, then defining some functions to enable the use of the above template in the following definitions. | ||
+ | <pre> | ||
advisors = {n = 0} | advisors = {n = 0} | ||
-- Set current advisor number to 0 to begin file. | -- Set current advisor number to 0 to begin file. | ||
− | function advisors : new (init_table, base_table, flat) -- | + | function advisors : new (init_table, base_table, flat) -- Function definition |
local t = advisor_base_template : new (init_table, base_table, flat) | local t = advisor_base_template : new (init_table, base_table, flat) | ||
local i = getn(self) +1 | local i = getn(self) +1 | ||
− | self[i] = t -- | + | self[i] = t -- Add the table to the main advisors' repository |
− | self . n = self . n + 1 -- | + | self . n = self . n + 1 -- Update the table count |
return t | return t | ||
end | end | ||
</pre> | </pre> | ||
− | + | This is then followed by two sections, the '''department_advisor''' and '''mysim_advisor''' sections, which themselves contain the actual advisor definitions for each of the two types of advisors. Each section begins with an opening category definition. Here the ''mysim_advisor'' is shown as an example: | |
− | |||
<pre> | <pre> | ||
− | mysim_advisor = advisors : new -- Creates a new advisor type for use in | + | mysim_advisor = advisors : new -- Creates a new advisor type for use in the definitions to follow. |
({ | ({ | ||
class_id = hex2dec('4a1dbbbf'), -- Class ID for this advisor type. | class_id = hex2dec('4a1dbbbf'), -- Class ID for this advisor type. | ||
− | id = advisor_ids.NULL, -- This one will be | + | id = advisor_ids.NULL, -- This one will be ignored by the game. |
}, nil, nil) -- Unused since this is creating a type. | }, nil, nil) -- Unused since this is creating a type. | ||
+ | </pre> | ||
+ | |||
+ | Following the category definition is a series of entries for each of the advisors of that type. The example below shows the format of these entries. | ||
− | advisors : new | + | <pre> |
− | + | advisors : new ( | |
− | class_id = hex2dec('6a5f8755'), | + | { |
− | id = advisor_ids.HEALTH_EDUCATION, | + | class_id = hex2dec('6a5f8755'), -- Class ID used in-game for the advisor. |
+ | id = advisor_ids.HEALTH_EDUCATION, -- Type from definitions LUA. | ||
advice_type = advice_types.HEALTH_EDUCATION, -- Type from LUA. | advice_type = advice_types.HEALTH_EDUCATION, -- Type from LUA. | ||
caption = "text@aa49638a Health & Education Advisor", -- Text of Advisor title. | caption = "text@aa49638a Health & Education Advisor", -- Text of Advisor title. | ||
− | name = "text@0a75f82b", | + | name = "text@0a75f82b", -- Text of Advisor Name. |
} | } | ||
− | , department_advisor | + | , department_advisor -- Advisor type as defined in above category definition, |
− | ,1) | + | ,1) -- Flat value, model treated as flat model or not. |
− | + | No real noticeable difference from changing this. | |
</pre> | </pre> | ||
+ | The file simply ends after the last advisor definition. | ||
[[Category:Modding]] | [[Category:Modding]] | ||
[[Category:MTS2]] | [[Category:MTS2]] |
Latest revision as of 21:40, 3 August 2019
The Advisor Definitions Script defines the Advisor Details. The TGI for this file is 0xca63e2a3,0x4a5e8ef6,0xff456218.
Specification
This LUA file contains a starting block, followed by the Main Advisor Table, which includes all of the advisor definitions.
Starting Block
The file begins with the usual round of dofile includes.
dofile("filename.lua")
This is immediately followed by a template that is used for the advisor definitions later in the file.
advisor_base_template = create_template ({ class_id = 0, id = 0, advice_type = 0, caption = "", name = "", })
Main Advisor Table
The next section of the file is the beginning of the main advisor table. This table includes the definitions for all of the advisors in the game. It begins by resetting the advisor count to zero, then defining some functions to enable the use of the above template in the following definitions.
advisors = {n = 0} -- Set current advisor number to 0 to begin file. function advisors : new (init_table, base_table, flat) -- Function definition local t = advisor_base_template : new (init_table, base_table, flat) local i = getn(self) +1 self[i] = t -- Add the table to the main advisors' repository self . n = self . n + 1 -- Update the table count return t end
This is then followed by two sections, the department_advisor and mysim_advisor sections, which themselves contain the actual advisor definitions for each of the two types of advisors. Each section begins with an opening category definition. Here the mysim_advisor is shown as an example:
mysim_advisor = advisors : new -- Creates a new advisor type for use in the definitions to follow. ({ class_id = hex2dec('4a1dbbbf'), -- Class ID for this advisor type. id = advisor_ids.NULL, -- This one will be ignored by the game. }, nil, nil) -- Unused since this is creating a type.
Following the category definition is a series of entries for each of the advisors of that type. The example below shows the format of these entries.
advisors : new ( { class_id = hex2dec('6a5f8755'), -- Class ID used in-game for the advisor. id = advisor_ids.HEALTH_EDUCATION, -- Type from definitions LUA. advice_type = advice_types.HEALTH_EDUCATION, -- Type from LUA. caption = "text@aa49638a Health & Education Advisor", -- Text of Advisor title. name = "text@0a75f82b", -- Text of Advisor Name. } , department_advisor -- Advisor type as defined in above category definition, ,1) -- Flat value, model treated as flat model or not. No real noticeable difference from changing this.
The file simply ends after the last advisor definition.