-
Posts
1917 -
Joined
-
Last visited
-
Days Won
1
AboveTheChemist last won the day on September 9 2021
AboveTheChemist had the most liked content!
Reputation
1668 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Happy to help! I know the input data well enough and it's been a little while since I did much coding. I've been looking for some small projects to help knock off the rust so it probably helped me as much as it helped you.
-
I did have the data in friendlier-than-JSON format but it is nearly four years old and I didn't want to vet it for any changes since then, so I just parsed the latest City of Data JSON files (specifically the ones in individual subfolders in powers\boosts within the zipped archive) to get the boost codes. This includes every single enhancement, be they crafted, bought, dropped, attuned, etc. I've attached the data here as a semi-colon delimited file: enh_boost_codes_types.txt First column: Enhancement name as it appears in-game Second column: Boost code for that enhancement Third column: Enhancement type, one of Crafted, Attuned, or a catch-all Other that includes anything that was neither Crafted or Attuned (like bought and dropped enhancements) I missed this question earlier but I was in a scripting mood so I put together this dataset as well. I've attached it here: invention_final.txt It is also semi-colon delimited and follows the same basic format as my other recipe salvage dataset, with a few minor differences. The first column has the enhancement name, not the recipe name as in my other dataset (if you need the recipe name, I can modify that easily). Second and third columns are min and max level, respectively, as in my other dataset. These recipes have a max of three components, so the salvage names appear in columns four through six. Some enhancements require two of a component and in those cases, a component will be listed twice as it was in my other dataset. Note that I spot-checked this data against the invention recipes wiki page but I did not check it thoroughly, so you may want to check it against that page to make sure I didn't make any errors. This data came from the leaked source files. Just let me know if you have any questions or need clarification on any of the data. Enjoy!
-
I am pretty sure I have that somewhere in a friendlier-than-JSON format, but not 100% sure. I had to map this relationship when I updated the freebies menu to show the actual names versus the internal names (with the letters), because I generated all that with a Python script. Let me have a look and see if I can find it. Also I totally do not remember you contacting me previously so I really hope that I am thinking of something other that what I gave you previously. Even if I don't have it readily available, I've parsed JSON from City of Data before so I could probably whip up a script to read in those files and output something a little more user-friendly for you.
-
I have a crude enhancement database but I am not sure if it is mapped the way you need. If you can provide an example mapping of what you need, I should be able to tell if what I have will work for you.
-
Pogoman started following AboveTheChemist
-
I think you may be onto something with the notion that it is more trouble than it is worth. Now that modding has moved to using pigg files in the assets/mods folder, I think only advanced modders would use the data folder, and they are more likely to understand the file structure that needs to exist in order for mods to work from the data folder. The average player that only uses a few mods will likely never see that folder.
-
Winter event gift maps
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I took all the gift locations from demo files I created by touring each zone in early 2021, so unless the devs have moved/removed spawn points (which is possible, but unlikely I think), then there should be a gift at each marker. The thumbtack command for that particular gift in Port Oakes is: /thumbtack -2560.1 48 825.2 Try that and if there is nothing there, please let me know. -
All support for CoH Modder was discontinued a couple of years ago. The new modding tool, City Mod Installer, can be found here: https://forums.homecomingservers.com/topic/49175-city-mod-installer-released/ Edit to add that most mods that were in CoH Modder are available in City Mod Installer. Initially, all mods were imported from CoH Modder, but I think there were a handful that the mod author(s) requested to be removed from City Mod Installer.
-
City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
Hey Michiyo, after a couple of folks poked me about some confusion regarding my mod instructions, I noticed a odd quirk with the editor on the City Mod site and thought I would post here to give other modders a potential heads up. If I go to, for example, my BadgeSetList popmenu (https://mods.cityofheroes.dev/mod/11), in the usage instructions are a couple of lines that contain variables in angled brackets, like: If I click the Edit button, the mod description editor deletes out the stuff in angled brackets, like so: Then if you save/submit, the text in angled brackets does not reappear. It's nothing major, and I'll just have to remember to add that stuff back in where appropriate, unless there is an easy fix for it. It's something other modders might want to check for, though. -
Glad you got it sorted out. I think there is something funky going on with the City Mod site such that when you edit the mod description, it can sometimes delete out the stuff in angled brackets. I checked the pages for both mods above (as well as my other popmenus, as I saw the same issues there) and have edited them for correctness.
-
ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I'd like to politely request/remind users to please limit the discussion in this thread to the BadgeSetList popmenu. If you have questions for me not related to this mod, feel free to PM me, otherwise please start your own discussion thread or locate a thread appropriate to the topic you wish to discuss. Updated (in top post) to add the new winter 2024 event badge. Full update log is in the top post. Please let me know if you notice any issues. -
Questions about creating mods
AboveTheChemist replied to Dacy's topic in Tools, Utilities & Downloads
No worries, I should have been clearer. Typically in popmenus you'll have a slash command of some kind that is invoked when you click on an item in the popmenu. I assumed that you were referring to that kind of functionality when you said: Ideally the way I think the popmenu would work is that you would open it and drill down to the item you wanted, click the name of the item, and it would (theoretically) take you to that item in the editor. But there would need to be a slash command available that would allow one to open an item in the base editor based on its name or code or something. I am not sure if such a slash command exists, and if not then the popmenu couldn't have that functionality. But, such a popmenu could still be useful, because folks could at least see a list of the base items that might fit the category they need, and they could manually search for them based on their name. Or, assuming that slash command doesn't exist, you could set it up so that clicking the item name in the popmenu would print that item name in the chat window, and users could copy/paste the name from the chat window to the search bar. I'm just tossing out some ideas to make the menu as useful as possible, even if the slash commands aren't there to make it work exactly like the ideal menu might work. -
Questions about creating mods
AboveTheChemist replied to Dacy's topic in Tools, Utilities & Downloads
I am not sure about that last part, as I am not sure if there is a slash command that would allow that, but what you describe sounds like it could be accomplished with a popmenu. You could have the different categories (doors, tintable, etc,) as submenus and each could list the various items within and could provide the user with the search term to type in the base editor menu. That's assuming that a slash command doesn't already exist, and there is every chance that it does. The wiki slash command page (https://homecoming.wiki/wiki/List_of_Slash_Commands) is well maintained so it might be worth a look there for a slash command that does that. -
Questions about creating mods
AboveTheChemist replied to Dacy's topic in Tools, Utilities & Downloads
Generally speaking, mods take an existing game asset (like a zone texture, sound, costume piece) and modify it. A big exception is popmenus (and custom windows, which are kinda related), but otherwise you need to know what the existing asset is and where it resides in the directory structure in order to be able to modify it. My modding experience is quite narrowly focused on popmenus and map textures, so I can't say for certain if the mods you propose to the base editor are feasible or not. I think it would involve modding UI elements, which I have no experience modding and I can't recall any examples of same. I think if you could locate the existing assets that define the parameters of what you see in-game for the base editor, then it might well be feasible. I don't have access to the game assets at the moment but the next time I need to dig into the piggs I'll take a look and see if I can find anything that relates to the base editor. -
ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
If you need help with Badger, the thread for it is at this link.