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[OVHRef] How to edit/create files for the Remake

Posted: Mon Dec 05, 2022 6:51 pm
by Raddeck
This page will show you the different possible file editing scenarios and the filename structure to apply when creating new files.


File creation:

File creation mean: a file who don't already exist inside the game

Valid for files type: lpaction, lpscene, lpstat *, lpcharacter *
*Can have exception...


All new files created must contain in the filename, the name or initials of the modder who created this scene, to know who the creator is.

And need to follow with _VB_
And finally, ending with the name of your file.

Example results : rk_VB_freeman.lpaction or Raddeck_VB_freeman.lpscene

** Try to use initials for your filenames, as much as possible.


Scenario #1
You just want to add a new scene in "Remake of LP" from your mod.

Ex:

Code: Select all

Your name: Raddeck
Your initials is: rk
Your file is called: freeman.lpscene
You only need to rename your file to: rk_VB_freeman.lpscene and change in this file, what needed inside your code related to the filename.



Global/variable creation:

Global/variable creation mean: a global/variable who don't already exist inside the game

Valid for type: setGlobal(), getGlobal(), clearGlobal(), getActorVar(), setActorVar(), modifyActorVar()


All new global/variable created must contain in the name, the name or initials of the modder who created this scene, to know who the creator is.

And need to follow with _VB_

And finally, ending with the name of your global/variable.

Example results : Player.getActorVar(rk_VB_freeman) or Raddeck_VB_freeman.setGlobal()

** Try to use initials for your global/variable names, as much as possible.

Ex:

Code: Select all

Your name: Raddeck
Your initials is: rk
Your Global/variable is called: freeman

rk_VB_freeman.setGlobal(50)
rk_VB_freeman.getGlobal()
rk_VB_freeman.clearGlobal()
Player.getActorVar(rk_VB_freeman)
Player.setActorVar(rk_VB_freeman, 1)
Player.modifyActorVar(rk_VB_freeman, 23)


File edition:

File edition mean: a file who already exist inside the game or have been created by an another modder

Only valid for file type: lpscene
*Can have exception...


All edited files should contain the name or initials of the modder who edited that scene, to know who edited what. Also, always add your signature, in a comment, at the end of the file you edit.
Like:

Code: Select all

// Improved by yourname 
or 
// Edited by yourname
<u>If a signature is present:</u>
Do this:

Code: Select all

// Improved by Raddeck - yourname 
or 
// Edited by Raddeck - yourname

Scenario #1
If you just edit something on a line, just add this comment at the end of the line:

Code: Select all

// Edited by yourname

Scenario #2
If you add a code block, just surround your code block like this:

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// Start edit by yourname
....
    Your code block
....
// End edit by yourname

Scenario #3
You don't have time to surround your code block, or to put a comment at the end of the line you edit, or else.
Please, at least, add your name at the end of the file you edit.



As a Writer

  • You need to use some LifePlay function names inside your story to help us when coding your story. (If - Elseif - Endif)
  • Always write like the way the game think, and about all the IF's.
  • Always write according to the backgrounds already existing in the game or provide them if possible.
  • Always refer who is who inside your story

Example:

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Dating = my boyfriend/girlfriend
Friend = random friend

"My phone rang ... It's <Friend.name> calling."

If I have boyfriend/girlfriend
    Dating:: "Baby, let's spend time together today!"
Else
    Friend:: "Hey <Player.name>, it's <Friend.name>. Listen, do you want to hang out today?"
Endif

OR

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"Do I want to hang out with <Friend.name>?"
0 ::"no"
1::"yes"
99:: "leave"

If 0
    Me:: "No thanks"
if 1
    Me:: "Yes thanks"
Else
    "I decided to leave!"
Endif