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