Synthetik Python Mod - A save editor tool for the game Synthetik written in python

Overview

Synthetik_Python_Mod

A save editor tool for the game Synthetik written in python.

Version 2.1:

Automatic Module Power editing Automatic Spawn chance editing Manual Module power editing. Open the save file directly

-now, i gotta tell you, this is some thrown together, dumb as frick code written in python. there's probably bugs, and I suggest using "opensave" as soon as possible.

-However, the largest bug probable is the deletion of your current day's save file. there is a backup in the same folder already in the game, you can just copy and paste.

-The help command does not mention all commands. specifically, OPauto, and Spawnauto. will be fixed as soon as I get around to updating the help command.

-DO tell me in a comment if the exe file works? I used (https://towardsdatascience.com/how-to-easily-convert-a-python-script-to-an-executable-file-exe-4966e253c7e9) to generate the exe file from my code and I have no idea if it works without downloading python?

Future Updates:

-Loadout editng - most proabably in the next update! wooo!

-GUI! actual images! not using the terminal! woooo! - far flung future with Tkinter.

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Comments
  • I'm gonna eventually make tokening outside the game a thing

    I'm gonna eventually make tokening outside the game a thing

    two things in one: Solves a potential problem with being incapable of retokening weapons after weaponspawn, and also solves the annoyance of needing to open the game, token your things, close the game, activate the program, open the game again

    enhancement 
    opened by Builder-roberts 1
  • Modified program to use tkinter frame instead of applying all widgets…

    Modified program to use tkinter frame instead of applying all widgets…

    … to root

    Also added some padding in the main frame to give a little space around the widgets, and created new executable. Probably should have done some testing of the app functionality, but didn't change too much, will do some after the fact after I backup my save and stats file. Just kind of want to see how this first check-in goes.

    opened by Builder-roberts 0
  • The whole complicated thing with the current state of spawn changes.

    The whole complicated thing with the current state of spawn changes.

    I need a way to generate a list of checkboxes without writing out each one, a way to save any changes made, a merge with the old spawn that allows for easy use

    bug help wanted 
    opened by Builder-roberts 1
  • Gonna refactor setsave(), it doesn't need to modify global instance

    Gonna refactor setsave(), it doesn't need to modify global instance

    Part of refactoring to separate UI code from logic, first road block is the set save function. I'm going to have it returning the lists that it needs (currently) global VarSmodules global DoubleModules global VarPistols

    as a list of lists and then you can set the output of the function to a variable and then assign them. This will let you declare those lists in a better spot and it will let us create a unit test for the function.

    enhancement 
    opened by tactu1 0
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