[V3.0] Changes in entityclasses.xml — LootList Consolidation and HeadshotDamageModifier

entityclasses.xml has no major renaming of the elements themselves, but several property names and structures have changed.

Key Changes

  • Consolidation and renaming of the LootList family
    • LootListAliveLootList (12 places, including vehicles)
    • The example comment LootListOnDeathLootList
    • It appears that drop references for both alive and on-death states have been consolidated into LootList (behavior needs verification)
  • Renaming of the head damage passive_effect: DamageModifier (tags="head") → HeadshotDamageModifier. The generic head-tagged DamageModifier has been split out into a dedicated effect name
  • Dot-name property → nested class: ItemsOnEnterGame.GameModeSurvival<property class="ItemsOnEnterGame"><property name="GameModeSurvival" .../></property>
  • Mass addition of the PreviousTier property: new metadata on each zombie indicating its previous-stage variant (Feral/Radiated tier)
  • New <array name="TokenManager"> element: a new structure for managing attack tokens
  • CarryCapacity is now CVar-driven: value="27"value="@.carryCapacityBase" plus ModifyCVar on onSelfEnteredGame
  • special,coverWorthy tags and CanClimbLadders have been added to some zombies
  • Only one new entity_class, fallingBlocks, was added, and none were removed

Impact on MODs

  • xpaths that name LootListAlive / LootListOnDeath will no longer match (they are now LootList).
  • xpaths targeting tags="head" on DamageModifier will miss, since the target has moved to HeadshotDamageModifier.
  • xpaths that reference ItemsOnEnterGame.* by dot-name should switch to the //property[@class='ItemsOnEnterGame']/property[@name='...'] form.
  • PreviousTier / TokenManager / the CarryCapacity CVar are new additions and do not break existing xpaths.

Reference: Example Diff

-   <property name="LootListAlive" value="vehicleBicycle"/>
+   <property name="LootList" value="vehicleBicycle"/>

-   <passive_effect name="DamageModifier" operation="perc_add" value="1" tags="head"/>
+   <passive_effect name="HeadshotDamageModifier" operation="perc_add" value="1" tags="head"/>

-   <property name="ItemsOnEnterGame.GameModeSurvival" value="..."/>
+   <property class="ItemsOnEnterGame">
+       <property name="GameModeSurvival" value="..."/>
+   </property>

*Based on investigation immediately after applying the experimental version (equivalent to B252).


Related: List of MOD-making articles

コメントする

お名前(ニックネーム)だけで投稿できます。ログイン・メール登録は不要です。お気軽にどうぞ。

※ AIの回答は管理者の確認後に表示されます。内容は不正確な場合があります。