Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,8 @@
<string_table>
<string id="st_fetch_count_have">
<text>%$clr_txtYou have %$clr_numberx$count %$clr_txtin your inventory</text>
</string>
<string id="st_fetch_count_in_stashes">
<text>%$clr_txtYou have %$clr_numberx$count %$clr_txtin nearby placed stashes</text>
</string>
</string_table>
@@ -0,0 +1,8 @@
<string_table>
<string id="st_fetch_count_have">
<text>%$clr_txtYou have %$clr_numberx$count %$clr_txtin your inventory</text>
</string>
<string id="st_fetch_count_in_stashes">
<text>%$clr_txtYou have %$clr_numberx$count %$clr_txtin nearby placed stashes</text>
</string>
</string_table>
@@ -0,0 +1,14 @@
<w>
<form x="0" y="0" width="116" height="22">
<bar x="0" y="2" width="116" height="18" horz="1" min="0" max="1" pos="1" stretch="1">
<progress stretch="1">
<texture r="133" g="169" b="213">ui_inGame2_Patroni_HUD_gold_bar</texture>
</progress>
</bar>
<bg x="0" y="0" width="116" height="22" stretch="1">
<texture stretch="1" a="200" r="10" g="10" b="10">
ui_inGame2_Patroni_HUD_gold_bar
</texture>
</bg>
</form>
</w>
@@ -0,0 +1,5 @@
[actor_status_sleep]
in_hour
last_sleep
start_blur_4
comfy
@@ -0,0 +1,36 @@
function on_game_start()
RegisterScriptCallback("on_mouse_wheel",on_mouse_wheel)
end
function on_mouse_wheel(d, flags)
local MOD_ALT = key_state(DIK_keys.DIK_RMENU) ~= 0 or key_state(DIK_keys.DIK_LMENU) ~= 0
if not MOD_ALT then return end
local inv_gui = ui_inventory.GUI
if not (inv_gui and inv_gui:IsShown()) then return end
local index
local cat_count = #inv_gui.sort_btn
for i=1, cat_count do
if inv_gui.sort_btn[i]:GetCheck() then
index = i
break
end
end
if d > 0 then
index = index + 1
if index > cat_count then
index = 1
end
else
index = index - 1
if index < 1 then
index = cat_count
end
end
inv_gui:On_Sort(index,true)
inv_gui:On_Sort(index)
flags.ret_value = false -- prevents scrolling down in the inventory window
end
@@ -0,0 +1,72 @@
base_init = ui_sleep_dialog.UISleep.InitControls
function ui_sleep_dialog.UISleep:InitControls()
base_init(self)
if not actor_status_sleep.in_hour then
printf("-User missing Unlocalizer! Install or update your Modded Exes")
return
end
local xml = CScriptXmlInit()
xml:ParseFile("ui_sleep_gain_indicator.xml")
self.form = xml:InitStatic("form", self.back)
self.bg = xml:InitStatic("form:bg", self.form)
self.sensor = xml:InitProgressBar("form:bar", self.form)
self.sensor_gain = xml:InitProgressBar("form:bar", self.form)
end
base_Initialize = ui_sleep_dialog.UISleep.Initialize
function ui_sleep_dialog.UISleep:Initialize()
base_Initialize(self)
if not self.form then return end
self.sensor_gain:Show(false)
local sensor_w = self.sensor:GetWidth()
local sensor_h = self.sensor:GetHeight()
local back_w = self.back:GetWidth()
--local back_h = self.back:GetHeight()
local sensor_y = self.btn_sleep:GetWndPos().y - 2 - sensor_h
self.form:SetWndPos(vector2():set( (back_w / 2) - (self.form:GetWidth() / 2), sensor_y))
local sleep = self:Get_Sleep()
self.sensor:SetProgressPos( sleep )
if sleep >= 0.995 then return end
local sensor_pos = self.sensor:GetWndPos()
self.sensor_gain:SetWndPos(vector2():set( sensor_pos.x + (sensor_w * sleep), sensor_pos.y))
self.sensor_gain:SetProgressPos( clamp( self:Get_Sleep_Gain(), 0, 1 - sleep ) )
self.sensor_gain:SetColor( GetARGB(255, 50, 200, 50) )
self.sensor_gain:Show(true)
end
base_Update = ui_sleep_dialog.UISleep.Update
function ui_sleep_dialog.UISleep:Update()
base_Update(self)
if self:IsShown() and self.sensor_gain and self.sensor_gain:IsShown() then
self.sensor_gain:SetProgressPos( clamp( self:Get_Sleep_Gain() , 0, 1 - self.sensor:GetProgressPos() ) )
end
end
function ui_sleep_dialog.UISleep:Get_Sleep()
local sleep = actor_status_sleep.last_sleep or 0
local sleep_red_icon = actor_status_sleep.start_blur_4
sleep = (sleep_red_icon - sleep) / sleep_red_icon
return clamp( sleep, 0, 1)
end
function ui_sleep_dialog.UISleep:Get_Sleep_Gain()
local sleep_per_hour = actor_status_sleep.in_hour / 2 -- Remove the "/ 2" if you use Gamma. Or tell Grok to undo the removal of that divison in his actor_status_sleep.actor_on_sleep
if actor_status_sleep.comfy then -- Possible fix for Gamma incompatibility
sleep_per_hour = actor_status_sleep.in_hour
end
local hours = self.time_track:GetIValue()
local sleep_red_icon = actor_status_sleep.start_blur_4
local sleep_gain = (sleep_per_hour * hours) / sleep_red_icon
return sleep_gain
end
@@ -0,0 +1,20 @@
function on_game_start()
Base_Add_Counter = utils_ui.UICellItem.Add_Counter
function utils_ui.UICellItem.Add_Counter(self, xml, obj, sec)
Base_Add_Counter(self, xml, obj, sec)
local is_ammo = IsItem("ammo",sec) and (not IsItem("grenade_ammo",sec))
local has_childs = self:HasChild()
if is_ammo or not has_childs then return end
local uses = obj and obj:get_remaining_uses()
if uses and uses >= 1 then
for id, c in pairs(self.childs) do
local stack_item = get_object_by_id(id)
if stack_item and stack_item:get_remaining_uses() and stack_item:get_remaining_uses() >= 1 then
uses = uses + stack_item:get_remaining_uses()
end
end
self.cnt:TextControl():SetText("x" .. uses)
end
end
end
@@ -0,0 +1,36 @@
local weight_unit = game.translate_string("st_kg")
function on_game_start()
local inv_ini = ui_inventory.UIInventory.InitControls
function ui_inventory.UIInventory.InitControls(self)
inv_ini(self)
local wnd_pos = self.player_weight_cap:GetWndPos()
wnd_pos.x = wnd_pos.x - 20
self.player_weight_cap:SetWndPos(wnd_pos)
wnd_pos = self.player_weight:GetWndPos()
wnd_pos.x = wnd_pos.x - 8
self.player_weight:SetWndPos(wnd_pos)
end
local base_parse = ui_inventory.UIInventory.ParseInventory
function ui_inventory.UIInventory.ParseInventory(self, npc, all, id_list, ignore_kind)
local inv = base_parse(self, npc, all, id_list, ignore_kind)
if not npc or npc:id() ~= AC_ID then return inv end
if self.possible_kind["s_all"] then return inv end
--if all then return inv end
local cat_weight = 0
for id, obj in pairs(inv) do
cat_weight = cat_weight + obj:weight()
end
local tot_weight = db.actor:get_total_weight()
-- Note: this also removes the space between total weight and kg
self.player_weight:SetText( strformat("[%s] %s%s", round_idp(cat_weight, 1), round_idp(tot_weight,1), weight_unit) )
return inv
end
end
@@ -0,0 +1,75 @@
local gc = game.translate_string
local parse_keys = utils_data.parse_string_keys
function tasks_fetch.postpone_fetch_for_next_frame(task_id, section, amount)
if not (task_id and section) then
return true
end
task_id = string.sub(task_id,1,-7) or "" -- because it ends with fetch
amount = amount or 1
local extra = ""
if (ini_sys:r_string_ex(section,"kind") == "i_arty") then
extra = " " .. game.translate_string("st_ui_artefact")
end
local clr = utils_xml.get_color("pda_white") --"%c[255,238,153,26]"
local news_caption = game.translate_string("ui_inv_needs") .. ":" --game.translate_string(task_manager.task_ini:r_string_ex(task_id, "title")) or "error"
local news_ico = task_manager.task_ini:r_string_ex(task_id, "icon") or "ui_inGame2_D_Sisshik"
local news_text = ui_item.get_sec_name(section) .. extra .. clr .. " (x" .. amount .. ")"
news_text = extend_news_text(news_text, section, amount)
db.actor:give_talk_message2(news_caption, news_text, news_ico, "iconed_answer_item")
return true
end
function extend_news_text(text, section, amount)
local cnt = 0
local function find_needed_items(npc, item)
if item:section() == section then
if item:get_remaining_uses() > 1 then
cnt = cnt + item:get_remaining_uses()
else
cnt = cnt + 1
end
end
end
db.actor:iterate_inventory(find_needed_items, nil)
local clr_txt = utils_xml.get_color("pda_white")
local clr_number
if cnt == 0 then
clr_number = utils_xml.get_color("d_red")
elseif cnt >= amount then
clr_number = utils_xml.get_color("pda_green")
else
clr_number = utils_xml.get_color("pda_yellow")
end
text = text .. "\\n" .. parse_keys(gc("st_fetch_count_have"), {["count"] = cnt, ["clr_txt"] = clr_txt, ["clr_number"] = clr_number})
cnt = 0
local m_data = alife_storage_manager.get_state()
if m_data.player_created_stashes then
for k,v in pairs(m_data.player_created_stashes) do
local stash_obj = level.object_by_id(k)
if stash_obj then
stash_obj:iterate_inventory_box(find_needed_items, stash_obj)
end
end
end
if cnt == 0 then
clr_number = utils_xml.get_color("d_red")
elseif cnt >= amount then
clr_number = utils_xml.get_color("pda_green")
else
clr_number = utils_xml.get_color("pda_yellow")
end
text = text .. "\\n" .. parse_keys(gc("st_fetch_count_in_stashes"), {["count"] = cnt, ["clr_txt"] = clr_txt, ["clr_number"] = clr_number})
return text
end
+35
View File
@@ -0,0 +1,35 @@
[General]
gameName=stalkeranomaly
modid=0
version=d2024.12.3.0
newestVersion=
category="-1,"
nexusFileStatus=1
installationFile=Utjans_QoL_Bundle-v1.10.zip
repository=Nexus
ignoredVersion=
comments=
notes=
nexusDescription=
url=
hasCustomURL=true
lastNexusQuery=
lastNexusUpdate=
nexusLastModified=2024-12-04T00:16:30Z
nexusCategory=0
converted=false
validated=false
color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0)
tracked=0
[installedFiles]
1\modid=0
size=1
1\fileid=0
[Plugins]
BAIN%20Installer\option0=01 Show Total Uses
BAIN%20Installer\option1=02 Fetch Task Shows Your Items
BAIN%20Installer\option2=03 Weight Of Category
BAIN%20Installer\option3=04 Scroll Sort Categories
BAIN%20Installer\option4=07 Sleep Gain Indicator