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# Inventory Imports Guide 
## General Rules 
- Some files **cannot** be imported directly into `inventoryimports.scr` and must be reintroduced into their original locations (e.g., the stash). 
- You can reference what `inventoryimports.scr` contains; the process remains the same. 
- **Do not** import files into anything other than `inventoryimports.scr` unless required. 
## Custom Script Setup 
### 1. Define a Subroutine 
Your custom script must include a subroutine definition at the beginning, such as: 
sub my_craftplans() { }
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It is recommended to name this subroutine the same as your `.scr` file (excluding the extension) for convenience, but this is optional. 
### 2. Using the Subroutine in Another Script 
- The script where your custom subroutine is imported must include a `use` statement within `sub main()`, ensuring the names match. 
- The key difference is that the `use` script is written with an extra symbol `();` when calling the subroutine. 
### 3. Importing Your Custom File 
- The import statement **must** be placed **above** the rest of the script and must include the full file name: 
import "custom.scr"
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---
## Example Imports 
### **Example 1: Importing into Another Script** 
import "inventorystuff.scr" import "faction_exports.scr" import "inventory_weapondefinitions.scr" import "custom.scr"
sub main() { use my_craftplans(); }
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### **Example 2: Importing into `inventoryimports.scr`** 
⚠️ **Use only one import method—do not mix both!** 
// This script is generated from Inventory.xlsm. Do not modify it!!!
import "inventorystuff.scr" import "inventory_outfits_opera.scr"
sub imports() { }
sub outfit_imports() { }
sub collectables_imports() { }
sub prototypes_imports() { }
sub weapons_imports() { }
sub items_imports()
// "items_imports" and "imports" can accept any type of inventory data. // You can categorize by type or place all imports here. { use my_craftplans(); }
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## Custom Scripts for `skills_sources.scr` and `buffs_sources.scr` 
- To add a custom script for **skills** or **buffs**, follow the same import structure. 
- **Steps:**
  1. **Make a copy** of the XML file. 
  2. **Clear its content** and rename it. 
  3. **Place it in the corresponding source file** (e.g., `buffs_sources.scr`). 
### **Example: Adding Buffs in `buffs_sources.scr`** 
sub main() { Script("buffs.xml"); Script("my_buffs.xml"); Script("buffs_gameplay_modifiers.xml"); }
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### ✅ **Final Notes** 
- **Keep imports organized** based on what they contain. 
- **Use only one import method** for consistency. 
- **Make sure subroutine names match** in the `use` statement. 
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Revision as of 17:11, 6 February 2025

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