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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

Preview

<?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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