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Working with Tables

0.8.1.9

Description

Item properties and descriptions aren't defined on gameobjects themselves but in tables that both look and work similarly to the CSV format.

Tables usually begin with gml_globalscript_table in their name and are located in the "CODE" block.

Warning

It is HEAVILY recommended to save your data.win changes before messing with tables, as those are very prone to crash UMT and could cause the loss of any unsaved changes.


Reading & Writing Tables

To read and edit the tables, using UMT isn't practical as it's both laggy with big files, and doesn't provide a clear interface to know which column you're trying to modify.

As such, you should use the GML to CSV Converter.
A detailed guide of how to use it is available on its page, but here's a quick rundown :

GML to CSV Converter Guide
  • Make sure you have the .Net Core 3.1 installed.
  • Download and extract CSV_GML_Converter.
  • Extract the GML tables in the same folder with UMT > Scripts > Resource Unpacker > Dump Specific Code and specify the names of the files containing the tables you want to extract.
  • Once done, open up CSV_GML_converter_and_editor.exe, and press the key corresponding to the name of the file to be converted.
  • Your .csv file will be generated, you can open it in several applications, including Google Docs or Excel.

Content

Usually, all properties of an object won't necessarily be in a single table.
A clear example of this are consumables :

Their properties are stored in gml_GlobalScript_table_Consumable_Parameters while their description and translations are stored in gml_GlobalScript_table_consumables.

A list of more or less documented tables can be found here.


Warning

Missing or misplaced elements in tables or corrupted tables can cause game crashes or unintended behaviours.