Template - Modding Subject - XCOM:EU 2012

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Revision as of 05:47, 3 May 2013 by Dubiousintent (talk | contribs) (Updated subject matter)
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This is a template. Do not make any changes to this page. Instead, copy the contents below to a new page, and replace anything within {curly braces} with your own appropriate material.


Overview

{ A very general synopsis description of the subject material. }

Programs and Tools

{ This section should list and if possible provide links to any program and/or tools needed to replicate your exploration of this subject. The section should not be omitted. Note if 'none are needed'. }

Details

{ Create an many subsections here as are useful to organize the subject matter in detail. Remember that you can upload and link to screenshot files to illustrate where ever needed. See this page for help on including files in your article. }

Code Breakdown

{ 'Code Breakdown' is where the hex code is explained by added comments. It is placed within a block pair of 'nowiki' and '/nowiki' (within <angle brackets>) HTML 'markup tags' to preserve the formatting. (Note it is REQUIRED to put a leading space before the 'nowiki' markup tag. The closing tag can be on the last line or after it, and does not require a leading space.)

For example:

original hex: (virtual size 0x552)
header:
DB 7C 00 00 50 55 00 00 00 00 00 00 C0 7C 00 00 00 00 00 00 00 00 00 00 C6 7C 00 00 00 00 00 00 A9 02 00 00 2C 5C 00 00 52 05 00 00 B6 03 00 00 

body:
if(!DoesDamage())
07 19 00 81 1B 9B 1A 00 00 00 00 00 00 16 16 

return iHitChance;
04 00 C6 7C 00 00 

This preserves the authors necessary non-HTML format.

This content could be put on it's own page and referenced here to reduce the length of the article.

Compiled Code

Sometimes the hex code is translated into 'compile code instructions' as part of the breakdown, because that is easier for humans to read. It is especially useful when attempting to understand the logic of the code or to restructure or rewrite it, which is called 'refactoring'. Here is an example:

Old code:
	if(m_bReactionFire || XComTacticalGRI(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kBattle.m_kDesc.m_iDifficulty >= 2)
	{
		return iHitChance;
	}
	// End:0x424

This content could be put on it's own page and referenced here to reduce the length of the article.

Separate Content

'Tables', 'Lists', 'Code Breakdown', 'Examples', and similar should be placed on their own pages and linked from the appropriate points in the article. It is desirable to group them in one place, but use whatever works best to convey the information. All referenced links should also be include in the 'References' section below, as that is where people will look when they only want those links. }

References

{ Specific page links go here, even if already referenced in the main body of the text. Put the HTML tag 'br' (in <angle brackets>) twice after each 'refer/referred' section so they will display separated. Use the asterisk format code ('*') to ensure each link appears on it's own line. If there is no reference, put '* <none>' as a placeholder so it's obviously not merely a missing entry.}

Referred to by this article:



That refer to this article:



{ Below the specific page links will be the 'Category' links. The category names be placed within double [square brackets]. Multiple categories are not unusual, but must each be placed on their own line. The Category:XCOM is standard and also serves as an example. These category links will appear when you click on the 'Show preview' button, but in the Category frame below the edit window action buttons. If a category page does not yet exist, it will appear in RED. You can click on the red entry and commence the process of creating the category page even before saving the one you are currently editing. }