Post by JRavens on Apr 12, 2015 23:50:05 GMT
I'm not 100% sure of every single tag in the entries, but I'll go over what I know (or what I suspect - some things may just require more testing to be sure)
disLibItemId="7713433132708" and arkArchetype="7722563559306" - every item has an associated LibItemId and Archetype number. These numbers are very important as they frequently refers to the actual archetype file which contains further properties about the item. Generally what this is is most important for is weapons since it will refer to the weapon file which has additional weapon properties in it.
Item pickup archetypes will use the disLibItemId number to tell the game which item in the shop to unlock when you pick them up. So say the AK-47 is disLibItemId="7655443393041". Well when an enemy drops an AK47 then it creates a weapon pickup (or you find an AK47 leaning up against a crate, etc). When you pick that AK-47 up then the weapons pickup tells the game hey Ajay just unlocked item 7655443393041 in the shop. I tried various experiments using these numbers to try and make it so Ajay would not get free weapons by altering these numbers, but like many things Far Cry gets very buggy when you muck around.
Likewise when you buy an item the arkArchetype number will tell the game which archetype to reference for all the 3D model, game stats etc.
Unfortunately you cannot just randomly create these numbers to create new entries (the game crashes). In FC3 we had found a file where you could add entries so that you could seemingly create all new id numbers, but sadly we have not found the equivalent in FC4. So for now the only way to create completely new items is to hijack an old item. Fortunately the shop file contains many items which were cut from the final game yet still have entries (examples - Black market/Guns for Hire upgrade 3 - CUT, Black market/Z CUT Final mask note, and Animal parts/Z CUT Baboon skin)
Name="Ammo/40mm" and hidName="Ammo/40mm" - these just appear to be used internally for keeping things organized. There doesn't seem to be any specific requirement on how these are used, but further testing may be required if you want to create your own or change the existing ones.
hidGUID_Legacy="{026BE039-3EFF-455F-B05B-D44FECB3E4EF}" hidSingleObject="0" bCanBeShared="1" - I'm not completely sure what these are used for though I suspect the hidGUID_Legacy code refers in some way back to FC3.
disId="1794" - this is an internal ID number used just for the shop file itself. Generally only used if you want to designate that an item require another item be unlocked first. (For example you cannot unlock Guns For Hire 2 Upgrade until you have unlocked Guns For Hire 1 upgrade. More on this a little later.
Theoretically you could do something really weird like require Ajay to unlock each gun in succession (though I did try an experiment where I created a "Gun License" to unlock certain pistols and it did not work as I expected so as always testing and experimenting is required if you want to try something like this)
disLibItemId="7713433132708" and arkArchetype="7722563559306" - every item has an associated LibItemId and Archetype number. These numbers are very important as they frequently refers to the actual archetype file which contains further properties about the item. Generally what this is is most important for is weapons since it will refer to the weapon file which has additional weapon properties in it.
Item pickup archetypes will use the disLibItemId number to tell the game which item in the shop to unlock when you pick them up. So say the AK-47 is disLibItemId="7655443393041". Well when an enemy drops an AK47 then it creates a weapon pickup (or you find an AK47 leaning up against a crate, etc). When you pick that AK-47 up then the weapons pickup tells the game hey Ajay just unlocked item 7655443393041 in the shop. I tried various experiments using these numbers to try and make it so Ajay would not get free weapons by altering these numbers, but like many things Far Cry gets very buggy when you muck around.
Likewise when you buy an item the arkArchetype number will tell the game which archetype to reference for all the 3D model, game stats etc.
Unfortunately you cannot just randomly create these numbers to create new entries (the game crashes). In FC3 we had found a file where you could add entries so that you could seemingly create all new id numbers, but sadly we have not found the equivalent in FC4. So for now the only way to create completely new items is to hijack an old item. Fortunately the shop file contains many items which were cut from the final game yet still have entries (examples - Black market/Guns for Hire upgrade 3 - CUT, Black market/Z CUT Final mask note, and Animal parts/Z CUT Baboon skin)
Name="Ammo/40mm" and hidName="Ammo/40mm" - these just appear to be used internally for keeping things organized. There doesn't seem to be any specific requirement on how these are used, but further testing may be required if you want to create your own or change the existing ones.
hidGUID_Legacy="{026BE039-3EFF-455F-B05B-D44FECB3E4EF}" hidSingleObject="0" bCanBeShared="1" - I'm not completely sure what these are used for though I suspect the hidGUID_Legacy code refers in some way back to FC3.
disId="1794" - this is an internal ID number used just for the shop file itself. Generally only used if you want to designate that an item require another item be unlocked first. (For example you cannot unlock Guns For Hire 2 Upgrade until you have unlocked Guns For Hire 1 upgrade. More on this a little later.
Theoretically you could do something really weird like require Ajay to unlock each gun in succession (though I did try an experiment where I created a "Gun License" to unlock certain pistols and it did not work as I expected so as always testing and experimenting is required if you want to try something like this)