Data Schema::Mech Loadout File - Subject9x/battleMETAL GitHub Wiki
During the course of gameplay, players will be customizing their mechs before they enter the mission they are currently playing. These customizations are saved in loadout files that use a generic extension of .dat . You can find these files in:
/data/ui/loadouts/X
Directory Notes
- each Folder maps to a mech via the mech's UID.
- each mech can only have 5 unique loadout slots.
- The game does run validation on loadout files to make sure they map to their parent mech code.
Format
Similar to other JSON-like files such as the Animatic File Format, loadout files use discrete objects of key-value pairs for organizing data.
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use a single pair of { and } to define the loadout object.
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only one loadout object per file!
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Use , for line terminators.
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' and ' for key encapsulation.
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id : the loadout's ID, set to 1 - 5.
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name : the computed UI name for the loadout, set to 1 - 5.
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hpt X : a Hardpoint slot number.
- each hpt value maps to 1 hardpoint of the mech.
- total hpt keys cannot exceed the mech's total number of hardpoints.
- the value of the hardpoint is the Weapon's UID
- the Weapon will be validated against the Mech's Hardpoint Size max and Weapon Type values.
- Illegal weapons are removed by the game when loading the file.
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group X : the weapons stored in a Weapon Group.
- Weapon Groups are bitflag values.
- Each Hardpoint slot has a unique bit value, reference.
- A group is a total of bitflag values
- Example: Group 1 is Weapon 1, 3, and 6; Group 1 = 37.
- Groups aren't validated, make sure they always conform to bitflag values.
The game will only search specifically for these files. You can copy, paste, save, backup, rename these files for sharing and reference without affecting your game install.