UNPKG

s2cfgtojson

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Converts Stalker 2 Cfg file into POJOs

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# Node Selection Read this file when choosing concrete node families. ## Control - `Technical`: safest glue node for bootstrap, delay, pass-through, and replacement logic - `Condition`: simple gate - `If`: explicit branching with `True` / `False` - `Random`: weighted or named branching - `BridgeEvent`: synchronization - `Container` / `ScheduledContainer`: multi-output or grouped flow where container semantics fit ## Events Reach for an event node when the quest should react to something instead of auto-starting. Particularly useful families include: - item events - trigger or overlap events - dialog-related events - journal-related events - signal receive nodes ## State / Progression - `SetGlobalVariable`: phase or flag changes - `SetJournal`: objective and quest-stage updates - `TrackJournal`: tracked objective changes - `SendSignal` / `OnSignalReceived`: cross-fragment control - journal quest prototype structs - global variable definitions or reused variable namespaces ## Inventory / Reward - `ItemAdd` - `ItemRemove` - `SetItemGenerator` - `GiveCache` - money-related conditions or events when affordability or payment gating matters - reward generator structs - stash and item-generator structs - item prototypes when a genuinely new item must exist ## World / Interaction - spawn-family nodes - `Despawn` - `ActivateInteractableObject` - `ForceInteract` - trigger-related nodes ## Character / AI - `SetCharacterParam` - `SetCharacterEffect` - `SetAIBehavior` - `ChangeRelationships` - `ChangeFaction` ## Dialog / Narrative - `SetDialog` - dialog-start or infotopic-finish events - `SetJournal` for stage reflection after dialog - dialog-chain/topic structs when new conversation content must be authored ## Navigation / POI - `SetJournal` with embedded markers - `ShowMarker` - `SearchPoint` - region or hub data from local world definitions - marker prototype structs or reused marker families ## Supporting Content - quest prototype and container structs when the quest must be registered in a broader quest family - NPC prototype or spawn references when the quest depends on a specific giver or target - world or support structs only when the quest cannot function by referencing existing data ## Selection Rule Prefer the smallest node set that communicates the design cleanly. If two approaches work, prefer the one that uses: - explicit launchers - fewer inferred semantics - clearer patch points