- 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.
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- Custom Script Setup
1. **Define a Subroutine**
- At the beginning of your script, define a subroutine:
sub my_craftplans() { }
markdown Copy Edit - It is **recommended** to name the subroutine the same as your `.scr` file (without the extension), but this is optional.
2. **Using the Subroutine** - In the script where your subroutine is imported, place a `use` statement inside `sub main()`. - The `use` script calls the subroutine, and their names must match. - The key difference is that the `use` script includes an extra symbol `();`
3. **Importing Your Custom File** - The import statement **must** be placed **above** the rest of the script and 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" accept any 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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