UNPKG

s2cfgtojson

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Converts Stalker 2 Cfg file into POJOs

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# POI And Rewards Read this file when the quest needs navigation guidance or explicit reward composition. ## Regions, Hubs, And Places Common place names can map to different kinds of data: - region enum - hub or fast-travel location - marker prototype - world stash or search-point location Do not assume these are interchangeable. ## Resolving Places Useful local sources: - `GameLite/GameData/JournalQuestPrototypes/*.cfg` for quest region usage - `GameLite/GameData/MarkerPrototypes.cfg` for marker and region marker definitions - `GameLite/GameData/FastTravelLocationPrototypes.cfg` for hub locations and player coordinates - `GameLite/GameData/SpawnActorPrototypes/WorldMap_WP/**` for concrete world placements and stash generators - `GameLite/GameData/CorpseClueStashPrototypes.cfg` for region-linked stash categories Use these rules: - if the player only needs broad regional guidance, use journal region and marker guidance - if the player needs a base or hub destination, use the fast-travel or hub location data - if the player needs a specific stash or search area, prefer a concrete stash generator, marker target, or search point - if the user names a place that could mean several things, resolve whether they mean a region, hub, marker, or specific world location before planning - if exact coordinates are unnecessary, prefer a broad area target with a radius over inventing a precise point - if the quest depends on a specific stash and local lookup does not reveal a clear candidate quickly, stop and ask the user which stash or stash family to use ## Reward Composition High-value reward patterns: - direct deterministic item: `ItemAdd` - inventory package or loadout: `SetItemGenerator` - stash reveal or cache fantasy: `GiveCache` - money payout authored through a quest reward generator with `MoneyGenerator`, then delivered via `SetItemGenerator` Practical reward planning: - for money-only rewards, prefer an authored reward generator using `MoneyGenerator` - for "money plus stash" rewards, split the reward into two explicit actions - for armor rewards such as a plain exoskeleton, prefer an item generator or stash reveal over inventing ad hoc delivery logic - if the reward fantasy depends on a stash reveal but no suitable stash can be identified quickly, ask the user before inventing one - if the reward is a stash, do not leave the final reward items sitting in a lootable stash from the beginning of the quest - prefer `SetItemGenerator` in the quest completion branch to populate or unlock the stash reward so it only becomes available after quest completion Observed local pattern: - `EQ50` delivers alternate money rewards through `SetItemGenerator` nodes targeting reward generators such as `EQ50_reward_var2_MoreMoney` - quest reward generator files under `GameLite/GameData/ItemGeneratorPrototypes/QuestRewardsPrototypes/**` commonly use `MoneyGenerator` - money card item SIDs exist in `GameLite/GameData/ItemPrototypes/MoneyPrototypes.cfg` ## Recommendation For This Repo When the user wants a combined reward: 1. look for an existing quest reward generator pattern 2. model the money portion as its own reward generator 3. if a stash is part of the fantasy, use `SetItemGenerator` in the completion flow with the dedicated stash or reward generator that makes the stash reward available 4. if the reward should go straight to the player, use `SetItemGenerator` or `ItemAdd` ## Missing Struct Rule If the quest needs a reward, marker, journal entry, variable, or item that does not already exist: 1. reuse the closest existing local pattern 2. define the minimal new struct family needed 3. keep names scoped to the quest SID 4. avoid creating unrelated support content