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Character Files
A character consists of two things at minimum:
- A picture named "thumb.png", which is the picture displayed in the TNH menu
- A text file named "character.txt", which holds all of the information about the character
Any custom loot pool icons will also go in the character file.
Below is a list of properties that a character can have. Additionally, a "character_template.txt" file can be found in the custom character folder, which can be useful for getting started creating a character.
DisplayName=
Type: String
Sets what the characters name is in the TNH menu
Group=
Type: Int
Sets what category the character shows up in, with 0 being daring defaults
StartingTokens=
Type: Int
Sets the number of tokens a character starts with
ForceAllAgentWeapons=
Type: Bool
Unkown what this does, but is normally set to false
Description=
Type: String
This is the text that appears below the characters name in the TNH menu
UsesPurchasePriceIncrement=
Type: Bool
If true, then when the player purchases an item it costs one more token to purchase that item again
Has_Weapon_Primary=
Type: Bool
If true, the player will spawn with an item chosen from the
Weapon_Primary{ }
object
Has_Weapon_Secondary=
Type: Bool
If true, the player will spawn with an item chosen from the
Weapon_Secondary{ }
object
Has_Weapon_Tertiary=
Type: Bool
If true, the player will spawn with an item chosen from the
Weapon_Tertiary{ }
object
Has_Item_Primary=
Type: Bool
If true, the player will spawn with an item chosen from the
Item_Primary{ }
object
Has_Item_Secondary=
Type: Bool
If true, the player will spawn with an item chosen from the
Item_Secondary{ }
object
Has_Item_Tertiary=
Type: Bool
If true, the player will spawn with an item chosen from the
Item_Tertiary{ }
object
Has_Item_Shield=
Type: Bool
If true, the player will spawn with an item chosen from the
Item_Shield{ }
object
Starting loadouts are objects which decide what weapons and items the player starts with. You can have the following starting loadout objects:
Weapon_Primary{ }
Weapon_Secondary{ }
Weapon_Tertiary{ }
Item_Primary{ }
Item_Secondary{ }
Item_Tertiary{ }
Item_Shield{ }
Below are the properties of a starting loadout:
ListOverride[]
Type: List<FVRObject>
This is currently unused (for now), but must still be declared in the character file
Num_Mags_SL_Clips=
Type: Int
Sets the number of magazines or speed loaders the weapon starts with
Num_Rounds=
Type: Int
Sets the number of bullets a weapon starts with (possibly unused if spawned weapon takes magazines)
TableDefs[ ]
Type: List<ObjectTableDef>
A list of equipment tables which are used to determine what equipment could possibly spawn
Object tables are essentially loot pools, which can either be automatically generated based on set parameters, or manually created using IDOverrides. Below is a list of properties for the ObjectTableDef object
Icon=
Type: String
This is the name of the icon (in your character file) that will be displayed in the TNH item spawner
Category=
Type: String (Enum)
Set this to whatever category of item you want to spawn in this pool
Options:
- Uncategorized
- Firearm
- Magazine
- Clip
- Cartridge
- Attachment
- SpeedLoader
- Thrown
- MeleeWeapon
- Explosive
- Powerup
- Target
- Tool
- Firework
- Ornament
MinAmmoCapacity=
Type: Int
This is the minimum ammo capacity of weapons that will be added to the table
NOTE: If you are spawning something other than weapons in this pool, set this to
-1
MaxAmmoCapacity=
Type: Int
This is the maximum ammo capacity of weapons that will be added to the table
NOTE: If you are spawning something other than weapons in this pool, set this to
-1
IsBlanked=
Type: Bool
Unknown what this does, but set to false by default
SpawnsInSmallCase=
Type: Bool
If true, items from this object pool will spawn in a small case when purchased at the TNH item spawner
SpawnsInLargeCase=
Type: Bool
If true, items from this object pool will spawn in a large case when purchased at the TNH item spawner
UseIDListOverride=
Type: Bool
If true, this object pool will use items from the
IDOverride
list instead of automatically generating
IDOverride=
Type: List<String>
A list of ObjectIDs that will be added to this pool. ObjectIDs can be found in the "ObjectIDs.txt" file generated in the CustomCharacter folder