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Dawn of Man - Mod Generator v2.6

Home Page: https://dawn-of-man-mod-gen.netlify.app/

HTML 0.04% JavaScript 0.04% CSS 0.50% TypeScript 99.42%
modding dawn-of-man app environment location scenario scenario-creator randomizer data-generators react

dawn-of-man-generator's Introduction

Salaam ๐Ÿ‘‹! My name is Junaid Atari and I'm a Fullstack Progressive Software Engineer (over 12+ years of vast experience), from Pakistan.

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dawn-of-man-generator's Issues

Normalize `actions` parsed values instead of removal. `[parser]`

Consider the following XML as an example:

<?xml version="1.0" encoding="utf-8"?>
<scenario>
  <events>
    <event>
      <condition type="NewGame"/>
      <actions>
        <action type="SetRaider" era="IronAge" hardcore_timer="25y" entity_types="primitive_human" min="19" max="24" period="1.25y" variance="0.5y" extra_raider_per_population="40"/>
      </actions>
    </event>
  </events>
</scenario>

Increasing the max value more than the limit removes the action from being parsed. Same applies to all numeric attributes of all actions.

Event ID Field - Events editor (optional)

According to the Builtin Scenarios, there are some events with the id attribute but unfortunately Event form has no such field to name an event. Please implement this too.

Tree spawn override

Just to let you know. It is possible to override the "height values" where trees spawn in the environment file. I just don't use it (often). But it might be a nice addition to your Generator if you plan to polish it.

Code looks like this:

<tree_override_prototype> <id value="Spruce"/> <min_altitude value="0" /> <max_altitude value="14"/> </tree_override_prototype>

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