I am trying to write a program to help me with modding some games I play. I am struggling with figuring out the best way to read in values from the default .xml file, provided by the game, so I can change and manipulate them. small snippet Example below of the xml file.
But what I want to be able to do is pull the value like so..
eg = (some command) (/entity_classes/entity_class(@name="zombieNurseFeral")/property(@name="ExperienceGain")
how is this possible to do?? been looking at the wbOmnibus extender and it sounded promising. but having issues getting it to work. I am hoping I don't have to create my own parser to do this.....
excerpt from the game .xml.
<entity_classes>
<entity_class name="zombieNurse" extends="zombieTemplateMale">
<property name="Tags" value="entity,zombie,walker"/>
<property name="Mesh" value="#Entities/Zombies?Prefabs/ZNurse.prefab"/>
<property name="SoundRandom" value="Enemies/Base_Zombie_Female/zombiefemaleroam"/>
<property name="SoundAlert" value="Enemies/Base_Zombie_Female/zombiefemalealert"/>
<property name="SoundAttack" value="Enemies/Base_Zombie_Female/zombiefemaleattack"/>
<property name="SoundHurt" value="Enemies/Base_Zombie_Female/zombiefemalepain"/>
<property name="SoundDeath" value="Enemies/Base_Zombie_Female/zombiefemaledeath"/>
<property name="SoundSense" value="Enemies/Base_Zombie_Female/zombiefemalesense"/>
<property name="AvatarController" value="AvatarZombie01Controller"/>
<property name="ModelType" value="Standard"/>
<property name="WalkType" value="7"/>
<property name="Mass" value="130"/>
<property name="RootMotion" value="true"/>
<property name="HasDeathAnim" value="true"/>
<property name="AIPathCostScale" value=".5, .65"/>
<property name="DanceType" value="2" />
<!-- Gameplay zombieNurse -->
<property name="MoveSpeedAggro" value="0.3, 1.35"/> <!-- slim, regular -->
<property name="HandItem" value="meleeHandZombie01"/>
<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="125"/>
</effect_group>
</entity_class>
<entity_class name="zombieNurseFeral" extends="zombieNurse">
<property name="Tags" value="entity,zombie,walker,feral"/>
<property name="Mesh" value="#Entities/Zombies?Prefabs/ZNurseFeral.prefab"/>
<!-- Gameplay zombieNurseFeral -->
<property name="DismemberMultiplierHead" value=".7"/><property name="DismemberMultiplierArms" value=".7"/><property name="DismemberMultiplierLegs" value=".7"/><!-- Feral -->
<property name="PainResistPerHit" value=".7"/><!-- Feral -->
<property name="MoveSpeedAggro" value="0.6, 1.45"/> <!-- slim, feral -->
<property name="JumpMaxDistance" value="4.6, 5"/>
<property name="HandItem" value="meleeHandZombieFeral"/>
<property name="ExperienceGain" value="750"/><!-- XP grunt feral -->
<property name="LootDropProb" value=".03"/> <!-- Feral -->
<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="237"/>
<!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>--> <!-- Feral damage -->
</effect_group>
</entity_class>
<entity_class name="zombieNurseRadiated" extends="zombieNurseFeral">
<property name="Tags" value="entity,zombie,walker,feral,radiated"/>
<property name="Mesh" value="#Entities/Zombies?Prefabs/ZNurseRadiated.prefab"/>
<!-- Gameplay zombieNurseRadiated -->
<property name="DismemberMultiplierHead" value=".4"/><property name="DismemberMultiplierArms" value=".4"/><property name="DismemberMultiplierLegs" value=".4"/><!-- Radiated -->
<property name="PainResistPerHit" value=".9"/><!-- Radiated -->
<property name="ExperienceGain" value="1200"/><!-- XP grunt radiated -->
<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="451"/>
<!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>--><!-- Feral damage -->
<triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="4"/>
<triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen"/>
</effect_group>
</entity_class>
</entity_classes>