Gerador de cfgeconomycore.xml
Cria ou completa o cfgeconomycore.xml com blocos <ce> dos teus mods. Modo 1: gera arquivo completo do zero. Modo 2: adiciona blocos ao XML existente preservando classes e defaults.
O que é o cfgeconomycore.xml?
É o arquivo que diz pro Central Economy de onde carregar os XMLs de types, spawnabletypes, events, globals, etc. Cada <ce> aponta pra uma pasta dentro de db/ que tem os XMLs dos teus mods.
Estrutura típica de pasta:
db/
├── cfgeconomycore.xml ← este arquivo
├── globals.xml
├── types.xml ← vanilla
└── mods_ce/ ← pasta CE customizada
├── ModdedTypes.xml
├── ModdedSpawnable.xml
└── ModdedEvents.xml📚 Docs: Bohemia wiki, CE Mission Files
#1
Arquivos
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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<economycore>
<classes>
<!--
These are rootclasses to be used by economy.
Do not forget to add attribute act="character", if root class represents character (player, infected, animal)
Do not forget to add attribute act="car", if root class represents moveable vehicles
-->
<rootclass name="DefaultWeapon" /> <!-- weapons -->
<rootclass name="DefaultMagazine" /> <!-- magazines -->
<rootclass name="Inventory_Base" /> <!-- inventory items -->
<rootclass name="HouseNoDestruct" reportMemoryLOD="no" /> <!-- houses, wrecks -->
<rootclass name="SurvivorBase" act="character" reportMemoryLOD="no" /> <!-- player characters -->
<rootclass name="DZ_LightAI" act="character" reportMemoryLOD="no" /> <!-- infected, animals -->
<rootclass name="CarScript" act="car" reportMemoryLOD="no" /> <!-- cars (sedan, hatchback, transitBus, V3S, ...) -->
<rootclass name="BoatScript" act="car" reportMemoryLOD="no" /> <!-- boats -->
</classes>
<defaults>
<default name="dyn_radius" value="30" />
<default name="dyn_smin" value="0" />
<default name="dyn_smax" value="0" />
<default name="dyn_dmin" value="1" />
<default name="dyn_dmax" value="5" />
<default name="log_ce_loop" value="false"/>
<default name="log_ce_dynamicevent" value="false"/>
<default name="log_ce_vehicle" value="false"/>
<default name="log_ce_lootspawn" value="false"/>
<default name="log_ce_lootcleanup" value="false"/>
<default name="log_ce_lootrespawn" value="false"/>
<default name="log_ce_statistics" value="false"/>
<default name="log_ce_zombie" value="false"/>
<default name="log_storageinfo" value="false"/>
<default name="log_hivewarning" value="true"/>
<default name="log_missionfilewarning" value="true"/>
<default name="save_events_startup" value="true"/>
<default name="save_types_startup" value="true"/>
</defaults>
<ce folder="mods_ce">
<file name="ModdedTypes.xml" type="types" />
<file name="ModdedSpawnable.xml" type="spawnabletypes" />
<file name="ModdedEvents.xml" type="events" />
</ce>
</economycore>
XML inválido
Parser de XML não disponível neste ambiente.
Próximo passo
Cria os teus types.xml customizados
Gera os XMLs de mods que o cfgeconomycore vai carregar (loot de mods, eventos, spawnables).
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