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Character Files

devyndamonster edited this page Oct 3, 2020 · 28 revisions

Making A Character File

A character consists of two things at minimum:

  1. A picture named "thumb.png", which is the picture displayed in the TNH menu
  2. 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.

Basic Character Info

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

Starting loadouts are objects which decide what weapons and items the player starts with. You can have the following starting loadout objects:

  1. Weapon_Primary{ }
  2. Weapon_Secondary{ }
  3. Weapon_Tertiary{ }
  4. Item_Primary{ }
  5. Item_Secondary{ }
  6. Item_Tertiary{ }
  7. 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

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


Eras=

Type: String (Enum)

Set this to the eras of weaponry you want to spawn in this pool

Options:

  • None
  • Colonial
  • WildWest
  • TurnOfTheCentury
  • WW1
  • WW2
  • PostWar
  • Modern
  • Futuristic
  • Medieval

Sets=

Type: String (Enum)

Set this to the object set of weaponry you want to spawn in this pool

Options:

  • Real
  • GroundedFictional
  • SciFiFictional
  • Meme
  • MF
  • Holiday
  • TNH

Sizes=

Type: String (Enum)

Set this to the sizes of weaponry you want to spawn in this pool

Options:

  • None
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