Created on by Noya

Create Creature AttachWearable blocks directly from the keyvalues

For those still Ctrl+F'ing and copying from items_game.txt I bring you the better solution:

First, "Map" the valid wearables from items_game:

function MapWearables()
GameRules.items = LoadKeyValues("scripts/items/items_game.txt")['items']
GameRules.modelmap = {}
for k,v in pairs(GameRules.items) do
if v.name and v.prefab ~= "loading_screen" then
GameRules.modelmap[v.name] = k
end
end
end

Then, there's 2 options:

Usage

  • For default hero sets, run GenerateDefaultBlock(hero_name)
  • For generating a bundle set, run: GenerateBundleBlock(set_name)

Code, using 4 space indents

function GenerateDefaultBlock( heroName )
print(" \"Creature\"")
print(" {")
print(" \"AttachWearables\" ".."// Default "..heroName)
print(" {")
local defCount = 1
for code,values in pairs(GameRules.items) do
if values.name and values.prefab == "default_item" and values.used_by_heroes then
for k,v in pairs(values.used_by_heroes) do
if k == heroName then
local itemID = GameRules.modelmap[values.name]
GenerateItemDefLine( defCount, itemID, values.name )
defCount = defCount + 1
end
end
end
end
print(" }")
print(" }")
end
function GenerateBundleBlock( setname )
local bundle = {}
for code,values in pairs(GameRules.items) do
if values.name and values.name == setname and values.prefab and values.prefab == "bundle" then
bundle = values.bundle
end
end
print(" \"Creature\"")
print(" {")
print(" \"AttachWearables\" ".."// "..setname)
print(" {")
local wearableCount = 1
for k,v in pairs(bundle) do
local itemID = GameRules.modelmap[k]
if itemID then
GenerateItemDefLine(wearableCount, itemID, k)
wearableCount = wearableCount+1
end
end
print(" }")
print(" }")
end
function GenerateItemDefLine( i, itemID, comment )
print(" \""..tostring(i).."\" { ".."\"ItemDef\" \""..itemID.."\" } // "..comment)
end