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Taien

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  1. Update: Yeah, I tried removing the RandomGotoNPC objective and the quest stopped showing up in trader lists, and I lost my user profile (because I had the quest).
  2. No, I don't need it to create something there. The quest just sends them out to a location because that has to be part of the quest for it to work. For some reason, quests don't work without either a RandomGotoNPC or RandomGotoPOI, so I had to have that part in there as far as I could tell. The real goal of the quest is to mine mythril from anywhere, cook it in a forge, and then return to the trader. The problem is that the first phase of the quest isn't working anymore. I suppose I could try removing it to see if the quest will function without it in Alpha 21 (pretty sure it didn't work that way in Alpha 20). I'll let you know.
  3. 1. The multiplier takes the base cost and multiplies by the multiplier for each level, and then truncates the decimal (removes it). So the reason you got 2, 6, 15, 39 was because 1 * 2.5 = 2.5 (truncated to 2), 2.5 * 2.5 = 6.25 (truncated to 6), 6.25 * 2.5 = 15.625 (truncated to 15) etc. So you can only fiddle with the base cost and the multiplier to make the cost increase (or decrease, really) as you level the skill. 2. Not sure on that one, but I'd guess that it limits how many points you can have in the skill based on the parent attribute or something. 3. Descriptions of things go into your Localization.txt file. Look at the default 7 days Localization to understand the format. I tend to skip other languages because I'm lazy, so most of my Localization lines look kind of like this: experienceBookSmall,items,Book,,,"Newbie's Journal",N/A,,,,,,,,,,,,, experienceBookSmallDesc,items,Book,,,"This journal contains the experiences of a survivor of the wasteland...until they met their end, at least. Perhaps you can learn a thing or two.",N/A,,,,,,,,,,,,, So basically, you name your desc_key something unique to your skill. Let's say your perk is called Planking (lol). I would set desc_key="perkPlankingRank1Name" (because the desc_key is actually used for the name of the rank of the Attribute or skill) and long_desc_key="perkPlankingRank1Desc" (because this is where the actual description that shows up when you mouse over it goes). Here's an example of the localization of the base Attribute for all extra skills on my server, called attExtra behind the scenes and "Continued Advancement" ingame: attextra,progression,Attribute,,,Continued Advancement,N/A,,,,,,,,,,,,, attExtraDesc,progression,Attribute,,,"You feel that there is more to learn, and this is the record of your continued journey towards godliness.",N/A,,,,,,,,,,,,, attExtraName,progression,Attribute,,,Continued Advancement,N/A,,,,,,,,,,,,, attExtraRank01Name,progression,Attribute,,,Merely Mortal,N/A,,,,,,,,,,,,, attExtraRank02Name,progression,Attribute,,,Something More,N/A,,,,,,,,,,,,, attExtraRank03Name,progression,Attribute,,,Enlightened,N/A,,,,,,,,,,,,, attExtraRank04Name,progression,Attribute,,,Ascended,N/A,,,,,,,,,,,,, attExtraRank05Name,progression,Attribute,,,Superhuman,N/A,,,,,,,,,,,,, attExtraRank06Name,progression,Attribute,,,Heroic,N/A,,,,,,,,,,,,, attExtraRank07Name,progression,Attribute,,,Mythical,N/A,,,,,,,,,,,,, attExtraRank08Name,progression,Attribute,,,Angelic,N/A,,,,,,,,,,,,, attExtraRank09Name,progression,Attribute,,,Invincible,N/A,,,,,,,,,,,,, attExtraRank10Name,progression,Attribute,,,Godlike,N/A,,,,,,,,,,,,, attExtraRank01Desc,progression,Attribute,,,"You are simply a mortal. You are just beginning the quest to enlightenment.\n\nLootstage +2, Max Health +25, Harvest Count and Mobility +10%",N/A,,,,,,,,,,,,, attExtraRank02Desc,progression,Attribute,,,"You have become something more. What have you become, you ask? Who can say?\n\nLootstage +4, Max Health +50, Harvest Count and Mobility +20%",N/A,,,,,,,,,,,,, attExtraRank03Desc,progression,Attribute,,,"You are starting to realize that there is more to existence than meets the eye.\n\nLootstage +6, Max Health +75, Harvest Count and Mobility +30%",N/A,,,,,,,,,,,,, attExtraRank04Desc,progression,Attribute,,,"You see the air, hear the colors.\n\nLootstage +8, Max Health +100, Harvest Count and Mobility +40%",N/A,,,,,,,,,,,,, attExtraRank05Desc,progression,Attribute,,,"You can bend reality in small ways.\n\nLootstage +10, Max Health +125, Harvest Count and Mobility +50%",N/A,,,,,,,,,,,,, attExtraRank06Desc,progression,Attribute,,,"You are pretty sure you can feel the vibration of gravity. Heroes tremble when hearing your name.\n\nLootstage +12, Max Health +150, Harvest Count and Mobility +60%",N/A,,,,,,,,,,,,, attExtraRank07Desc,progression,Attribute,,,"You feel that with just a little more effort, you could affect the orbit of the planet. Your strength and intellect are mythical.\n\nLootstage +14, Max Health +175, Harvest Count and Mobility +70%",N/A,,,,,,,,,,,,, attExtraRank08Desc,progression,Attribute,,,"Certain that you have been sent with a purpose to right the universe, you have become stronger than any mortal.\n\nLootstage +16, Max Health +200, Harvest Count and Mobility +80%",N/A,,,,,,,,,,,,, attExtraRank09Desc,progression,Attribute,,,"You have complete control over space. Now there is only the matter of time...\n\nLootstage +18, Max Health +225, Harvest Count and Mobility +90%",N/A,,,,,,,,,,,,, attExtraRank10Desc,progression,Attribute,,,"You are the universe. Time and space are but thoughts you pondered briefly.\n\nLootstage +20, Max Health +250, Harvest Count and Mobility +100%",N/A,,,,,,,,,,,,, Notice that the name of the very base of the attribute, attextra, is all lowercase. This is a rule for some reason - if you don't use all small letters for the name of the base attribute, it won't show up correctly. Also notice that there are quotes around the English localization on some lines. This is because some special characters can't be used unless they're in quotes. So theoretically you could enclose every entry in quotes, but it's only really necessary if you have special characters like a comma. Since all my rank descriptions have commas, they're all in quotes.
  4. I have a quest I wrote in A20. At the time it worked. In A21, the quest still works in singleplayer when I give it to myself with givequest, but on my server, the first objective doesn't appear. Here it is on my singleplayer game, working fine: And here it is on my server, after being acquired from a trader: I cannot for the life of me figure out what is broken that's causing it to behave like this. It's like there's a spawnpoint for the quest that's not set or something. But my xpath for the quest is adapted from tier1_buried_supplies, which works fine, and hasn't changed since A20, when it also worked. If anyone sees anything in here that could be causing the problem, or knows some tidbit of information to get quests with RandomGotoNPC locations to work, please let me know: <insertBefore xpath="/quests/quest_list[1]"> <quest id="tier5_find_mythril"> <property name="name_key" value="quest_FindMythril" param1="name"/> <property name="subtitle_key" value="quest_FindMythril_subtitle"/> <property name="description_key" value="quest_FindMythril_description"/> <property name="icon" value="ui_game_symbol_mining"/> <property name="repeatable" value="true"/> <property name="category_key" value="quest"/> <property name="offer_key" value="quest_FindMythril_offer" param1="offer"/> <property name="difficulty" value="medium"/> <property name="difficulty_tier" value="5" param1="difficulty"/> <property name="statement_key" value="quest_FindMythril_statement"/> <property name="response_key" value="quest_FindMythril_response"/> <property name="login_rally_reset" value="true"/> <property name="quest_hints" value="tier5_find_mythril_hint1,tier5_find_mythril_hint2,tier5_find_mythril_hint3" /> <property name="shareable" value="true"/> <property name="reward_choices_count" value="5" /> <property name="completiontype" value="TurnIn"/> <property name="completion_key" value="quest_FindMythril_completion"/> <objective type="RandomGotoNPC" phase="1"> <property name="completion_distance" value="20"/> <property name="distance" value="200-2000"/> <property name="nav_object" value="quest" /> </objective> <objective type="FetchKeep" id="resourceMythrilPowder" value="1000" phase="2"/> <objective type="Craft" id="resourceMythril" value="50" phase="3"/> <objective type="ReturnToNPC"> <property name="phase" value="4"/> <property name="nav_object" value="return_to_trader" /> </objective> <objective type="InteractWithNPC"> <property name="phase" value="4"/> <property name="nav_object" value="return_to_trader" /> </objective> <reward type="Exp" value="5000"/> <reward type="LootItem" id="groupQuestT2SkillMagazineBundle" ischosen="true" isfixed="true" value="4"/> <reward type="LootItem" id="groupQuestWeapons" ischosen="true" isfixed="true" value="5"/> <reward type="LootItem" id="groupQuestArmor,groupQuestMedical" ischosen="true" value="5"/> <reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="5"/> <reward type="LootItem" id="groupQuestTools" ischosen="true" value="5"/> <reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="5"/> <reward type="LootItem" id="groupQuestMods" ischosen="true" value="5"/> <reward type="LootItem" id="groupQuestSteel" ischosen="true"/> <reward type="Item" id="casinoCoin" value="800"/> </quest> </insertBefore> <append xpath="/quests/quest_list[@id='trader_quests']"> <quest id="tier5_find_mythril" /> </append>
  5. The nodes in an xml file are set up in a hierarchy. You can see that <requirement> is inside <effect_group>, which is inside the <buff> tag, which is inside <buffs>. When you're writing xpath, you separate them with slashes. You also have to identify which buff you want to target, and which effect_group, since there are more than one. You also need to remember to do this to both requirement lines: xpath="/buffs/buff[@name='buffNewbieCoat']/effect_group[1]/requirement" xpath="/buffs/buff[@name='buffNewbieCoat']/effect_group[2]/triggered_effect/requirement" Since there is only one requirement line in each effect_group, you don't need to identify it by name. Now, since you want to set the value of the requirement to 15, you're going to want to do that to BOTH requirement lines so the buff is removed correctly. Most people would use a set: <set xpath="/buffs/buff[@name='buffNewbieCoat']/effect_group[1]/requirement/@value>15</set> <set xpath="/buffs/buff[@name='buffNewbieCoat']/effect_group[2]/triggered_effect/requirement/@value>15</set> I like to use setattribute sometimes; these lines do the same thing as the previous two: <setattribute xpath="/buffs/buff[@name='buffNewbieCoat']/effect_group[1]/requirement" name="value">15</setattribute> <setattribute xpath="/buffs/buff[@name='buffNewbieCoat']/effect_group[2]/triggered_effect/requirement" name="value">15</setattribute> Hope that helps As another example, let's say you wanted to change only the second requirement's operation to "GTE" (which is how 7 days says Greater Than or Equal to). You could do it like this: <set xpath="/buffs/buff[@name='buffNewbieCoat']/effect_group[2]/triggered_effect/requirement/@operation>GTE</set> or like this: <setattribute xpath="/buffs/buff[@name='buffNewbieCoat']/effect_group[2]/triggered_effect/requirement" name="operation">GTE</setattribute>
  6. I believe all the trader bases are prefabs and their protection is set within the prefab's file...but I could be wrong. But if that's the case, it should be possible to remove it from the prefabs for your server and then generate a map, I would think.
  7. Thank you for that, because that is exactly how I felt. At least program it so that IF there are more than five crafting tiers, it will automatically allow scrolling. For example, the normal perks only have five points each, but if you mod in a perk with ten, it lets you change pages on the unlocks section automatically. Couldn't they do something similar for crafting skill unlocks? The functionality to scroll was already there - they simply removed it in build 324.
  8. Hey all. So I just wanted to express my gripe with the fact that b324 (alpha 21 release build) removed the ability to scroll down in the crafting skills unlocks section. This really sucks because I had already added another tier of items on top of the existing ones that was built onto this system...but now you can't scroll down to see the unlocks beyond tier 5 in any skill. I reported this as a bug but was told "the bug was the ability to scroll because the vanilla game only has five tiers" which came over to me as a minor "eff you" to modders. Anyway, it bugs me that I can't add more tiers to existing crafting skills anymore without their unlocks being invisible due to a minor GUI "fix." Anyway, here's a way to add new items to crafting skills now, while remembering to take into account the skill book finding buff effect (the first two lines). I just removed the skills entirely and put them back in with additions rather than trying to pick out the individual paths to insertBefore and such. As you can see in this example I've modded the game to allow tier 6 crafting of harvesting tools and added 3 additional tiers of harvesting tools. <setattribute xpath="progression/perks/perk[@name='perkMiner69r']/effect_group/passive_effect[@operation='perc_add' and @tags='harvestingToolsCSM']/requirement" name="value">200</setattribute> <setattribute xpath="progression/perks/perk[@name='perkMiner69r']/effect_group/passive_effect[@operation='base_set' and @tags='harvestingToolsCSM']/requirement" name="value">200</setattribute> <remove xpath="progression/crafting_skills/crafting_skill[@name='craftingHarvestingTools']"/> <insertBefore xpath="progression/crafting_skills/crafting_skill[@name='craftingRepairTools']"> <crafting_skill name="craftingHarvestingTools" max_level="200" parent="attCrafting" name_key="craftingHarvestingToolsName" desc_key="craftingHarvestingToolsDesc" long_desc_key="craftingHarvestingToolsLongDesc" icon="ui_game_symbol_tool"> <display_entry icon="meleeToolRepairT0StoneAxe" name_key="harvestToolsStone" has_quality="true" unlock_level="1,3,5,7,9,10" > <unlock_entry item="meleeToolRepairT0StoneAxe,meleeToolShovelT0StoneShovel" unlock_tier="1" /> </display_entry> <display_entry icon="meleeToolPickT1IronPickaxe" name_key="harvestToolsIron" has_quality="true" unlock_level="11,14,17,20,23,26" > <unlock_entry item="meleeToolPickT1IronPickaxe,meleeToolShovelT1IronShovel,meleeToolAxeT1IronFireaxe" unlock_tier="1" /> </display_entry> <display_entry icon="meleeToolPickT2SteelPickaxe" name_key="harvestToolsSteel" has_quality="true" unlock_level="27,34,41,48,54,59" > <unlock_entry item="meleeToolPickT2SteelPickaxe,meleeToolShovelT2SteelShovel,meleeToolAxeT2SteelAxe" unlock_tier="1" /> </display_entry> <display_entry item="meleeToolAllSteelParts" unlock_level="40" /> <display_entry icon="meleeToolPickT3Auger" name_key="harvestToolsMechanical" has_quality="true" unlock_level="60,68,76,84,92,100" > <unlock_entry item="meleeToolPickT3Auger,meleeToolAxeT3Chainsaw" unlock_tier="1" /> </display_entry> <display_entry item="meleeToolAxeT3ChainsawParts" unlock_level="80" /> <display_entry icon="meleeToolPickT2SteelPickaxe" name_key="harvestToolsMythril" has_quality="true" unlock_level="105,109,113,117,121,125" > <unlock_entry item="meleeToolPickT4MythrilPickaxe,meleeToolAxeT4MythrilAxe,meleeToolShovelT4MythrilShovel" unlock_tier="1" /> </display_entry> <display_entry icon="meleeToolPickT2SteelPickaxe" name_key="harvestToolsAdamantite" has_quality="true" unlock_level="130,134,138,142,146,150" > <unlock_entry item="meleeToolPickT5AdamantitePickaxe,meleeToolAxeT5AdamantiteAxe,meleeToolShovelT5AdamantiteShovel" unlock_tier="1" /> </display_entry> <display_entry icon="meleeToolPickT3Auger" name_key="harvestToolsUberAuger" has_quality="true" unlock_level="160,168,176,184,192,200" > <unlock_entry item="meleeToolAllT6UberAuger" unlock_tier="1" /> </display_entry> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,200" value="1" tags="meleeToolRepairT0StoneAxe,meleeToolShovelT0StoneShovel"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,200" value="1" tags="meleeToolPickT1IronPickaxe,meleeToolShovelT1IronShovel,meleeToolAxeT1IronFireaxe"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="27,200" value="1" tags="meleeToolPickT2SteelPickaxe,meleeToolShovelT2SteelShovel,meleeToolAxeT2SteelAxe"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="40,200" value="1" tags="meleeToolAllSteelParts"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="60,200" value="1" tags="meleeToolPickT3Auger,meleeToolAxeT3Chainsaw"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="80,200" value="1" tags="meleeToolAxeT3ChainsawParts"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="105,200" value="1" tags="meleeToolPickT4MythrilPickaxe,meleeToolAxeT4MythrilAxe,meleeToolShovelT4MythrilShovel"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="130,200" value="1" tags="meleeToolPickT5AdamantitePickaxe,meleeToolAxeT5AdamantiteAxe,meleeToolShovelT5AdamantiteShovel"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="160,200" value="1" tags="meleeToolAllT6UberAuger"/> <passive_effect name="CraftingTier" operation="base_add" level="3,5,7,9,10,200" value="1,2,3,4,5,5" tags="meleeToolRepairT0StoneAxe,meleeToolShovelT0StoneShovel"/> <passive_effect name="CraftingTier" operation="base_add" level="14,17,20,23,26,200" value="1,2,3,4,5,5" tags="meleeToolPickT1IronPickaxe,meleeToolShovelT1IronShovel,meleeToolAxeT1IronFireaxe"/> <passive_effect name="CraftingTier" operation="base_add" level="34,41,48,54,59,200" value="1,2,3,4,5,5" tags="meleeToolPickT2SteelPickaxe,meleeToolShovelT2SteelShovel,meleeToolAxeT2SteelAxe"/> <passive_effect name="CraftingTier" operation="base_add" level="68,76,84,92,100,200" value="1,2,3,4,5,5" tags="meleeToolPickT3Auger,meleeToolAxeT3Chainsaw"/> <passive_effect name="CraftingTier" operation="base_add" level="109,113,117,121,125,200" value="1,2,3,4,5,5" tags="meleeToolPickT4MythrilPickaxe,meleeToolAxeT4MythrilAxe,meleeToolShovelT4MythrilShovel"/> <passive_effect name="CraftingTier" operation="base_add" level="134,138,142,146,150,200" value="1,2,3,4,5,5" tags="meleeToolPickT5AdamantitePickaxe,meleeToolAxeT5AdamantiteAxe,meleeToolShovelT5AdamantiteShovel"/> <passive_effect name="CraftingTier" operation="base_add" level="168,176,184,192,200" value="1,2,3,4,5" tags="meleeToolAllT6UberAuger"/> </effect_group> </crafting_skill> </insertBefore>
  9. This can be modded pretty easily - currently on my server I have it set up so there's another tier of weapons above the highest vanilla tier which can only be crafted and which requires top tier vanilla items as an ingredient. The main problem I'm having now is that b323 removed the ability to scroll down in the crafting unlocks, so now you can ONLY have five tiers on each crafting skill, which is just a terrible design decision imo. They claimed they were fixing a bug when I reported it...but now they've essentially blocked modding of the crafting skill system. I would have to cram all the vanilla items AND my added items into five tiers. Which is just gross.
  10. Chikorina, there are more than 5 tiers in my crafting skills. How do I scroll it now? Or am I just stuck having items that can't be seen in the list?
  11. Thanks for the response. My response to that is "booooooooooooo." You're effectively limiting all crafting skills to 5 tiers regardless of mods with this change. So this change makes the crafting system unmoddable. People are going to want to mod it to add their own items. Think of the people! Can't we at least have it scroll down to the last crafting tier? In code terms: if there are more than 5 tiers, then it should be scrollable?
  12. Output Log: https://pastebin.com/VzbUrReq Screenshot: https://imgur.com/a/BzMcwoD Summary: In previous builds, the player could click on any crafting skill in the crafting perks tab and then would be able to use the mouse wheel to scroll down and see the different tiers. Now in build 323 it seems that this functionality is either broken or has been removed, which effectively limits all crafting skills to five tiers of unlocks, which is bad for modders. Please tell me this is actually a bug and that it can be fixed because I had already modded some new items into the new crafting perk system. Game Version: A21 b323 OS/Version: Windows CPU Model: AMD Ryzen 9 5900X 12 core (6 physical) System Memory: 64GB GPU Model and VRAM: NVidia GeForce RTX 3080 Screen Resolution: 1920x1080 Video Settings: Medium, but not relevant Game mode: Any, tested in singeplayer and multiplayer Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? Yes, one I wrote for b317 and tested as having no errors in b323. EAC on or off? On Status: NEW Bug Description: In previous builds, the player could click on any crafting skill in the crafting perks tab and then would be able to use the mouse wheel to scroll down and see the different tiers. Now in build 323 it seems that this functionality is either broken or has been removed, which effectively limits all crafting skills to five tiers of unlocks, which is bad for modders. Please tell me this is actually a bug and that it can be fixed because I had already modded some new items into the new crafting perk system, and they are now unable to be seen in that menu due to being in the 6th and 7th slots of unlocks. Mods which increase the number of tiers in a certain crafting skill above 5 will have the problem of having all tiers above 5 be unable to be seen in the crafting perks menu if you can't scroll the unlocks tab. They will still unlock properly, but it's hard for players to know what they're going to unlock from 100-200 craftingHarvestingTools in my mod when the default cap is 100 and everything above that can't be seen in the unlocks tab (due to Harvesting Tools already having 5 tiers by default). Detailed steps to reproduce the bug: 1) Go into your perks menu 2) Click on crafting tab 3) Click on "Harvesting Tools" or any other skill 4) Use mousewheel (which previously scrolled the "Unlocks" window) Actual result: There is no effect from scrolling the mousewheel, whereas in b317 you would be able to scroll down and see additional tiers. Expected result: The "Unlocks" tab should scroll down to reveal additional tiers beyond the 5th. In b317, it worked this way.
  13. I've added some new skills and such already and extended the existing ones, but I can't use my custom icons as the icons in the display_entry section, and I haven't seen a way yet to tint them. Anyone have any intel on this?
  14. <insertBefore xpath="/quests/quest_list[1]"> <quest id="tier5_find_mythril"> <property name="name_key" value="quest_FindMythril"/> <property name="subtitle_key" value="quest_FindMythril_subtitle"/> <property name="description_key" value="quest_FindMythril_description"/> <property name="icon" value="ui_game_symbol_mining"/> <property name="repeatable" value="true"/> <property name="category_key" value="quest"/> <property name="offer_key" value="quest_FindMythril_offer"/> <property name="difficulty" value="Medium"/> <property name="difficulty_tier" value="5"/> <property name="statement_key" value="quest_FindMythril_statement"/> <property name="response_key" value="quest_FindMythril_response"/> <property name="login_rally_reset" value="true"/> <property name="completiontype" value="TurnIn"/> <property name="completion_key" value="quest_FindMythril_completion"/> <objective type="RandomGotoNPC" phase="1"> <property name="completion_distance" value="20"/> <property name="distance" value="100-200"/> <property name="nav_object" value="quest" /> </objective> <objective type="FetchKeep" id="resourceMythrilPowder" value="1000" phase="2"/> <objective type="Craft" id="resourceMythril" value="50" phase="3"/> <objective type="ReturnToNPC"> <property name="phase" value="4"/> <property name="nav_object" value="return_to_trader" /> </objective> <objective type="InteractWithNPC"> <property name="phase" value="4"/> <property name="nav_object" value="return_to_trader" /> </objective> <reward type="Exp" value="5000"/> <reward type="LootItem" id="schematicsToolsT2" ischosen="true" isfixed="true" value="5"/> <reward type="LootItem" id="schematicsWeaponsArmorT2" ischosen="true" isfixed="true" value="5"/> <reward type="LootItem" id="schematicsToolsT2" ischosen="true" value="5"/> <reward type="LootItem" id="schematicsToolsT2" ischosen="true" value="5"/> <reward type="LootItem" id="schematicsWeaponsArmorT2" ischosen="true" value="5"/> <reward type="LootItem" id="schematicsWeaponsArmorT2" ischosen="true" value="5"/> <reward type="Item" id="casinoCoin" value="800"/> </quest> </insertBefore> <append xpath="/quests/quest_list[@id='trader_quests']"> <quest id="tier5_find_mythril" /> </append> This is what works for me. But it's still a little buggy in online mode. It starts from a place that isn't the trader. I'm going to try expanding the range and see if maybe the problem is just that it can't find a location close to the trader with that short a distance.
  15. Ok, I used some examples from the vanilla xml to change your phase one to this: <objective type="RandomGotoNPC" phase="1"> <property name="completion_distance" value="20"/> <property name="distance" value="100-200"/> <property name="nav_object" value="quest" /> </objective> Now it's working every time I test it and it shows in the list. Thank you so much for your help BFT
  16. Ok so I tested it with your code, and it worked the first time. So I tested it again, and on the second attempt I couldn't get the first phase to work (it showed a distance of 0.0km). After that I couldn't get it to work again. But it does show in the list, so that's progress.
  17. Awesome, thank you so much BFT. I would have never guessed that. You are a god. Note to self and others for the future: If you are making quests that start at a TRADER, there are two important things: -Make sure you insert your quest xml after the last quest but before any other xml or it will cause a null error -Make sure the first objective in your quest is RandomGotoNPC as shown above by BFT
  18. Ok well that second part is probably the problem - I used the dollar sign instead of @ because I didn't know which symbol I needed for variables...this is my first time having to find them with xpath 😛 I'll test that and let you know. As for the first part....I can tell you that you're wrong about what setattribute does. Setattribute lets you change any attribute in the line, and I've used it in many other places to change things other than the value. It will create the attribute if it doesn't exist, but if it does exist, it sets the existing attribute to the value you assign. For example, I used it in traders.xml to do this: <setattribute xpath="/traders/trader_info[@open_time='6:05']" name="reset_interval">1</setattribute> <setattribute xpath="/traders/trader_info[@open_time='6:05']" name="open_time">4:05</setattribute> <setattribute xpath="/traders/trader_info[@max_items_swapped='20']" name="max_items_swapped">50</setattribute> <setattribute xpath="/traders/trader_info[@max_inventory='70']" name="max_inventory">100</setattribute> That just makes the traders open at 4:05 instead of 6:05 and increases the amount of items they can carry. Anyway, I'll test changing the variable to @PlayerLevelBonus in my xml and see if that works. Will let you know. Thanks WOW I cannot believe that was the problem. I forgot the @s before the search parameters. I cannot believe I did that. Noob mistake. Here's the correct code that made it work as intended: <setattribute xpath="/buffs/buff[@name='buffStatusCheck01']/effect_group/triggered_effect[@cvar='$PlayerLevelBonus' and @value='100']/requirement[@name='PlayerLevel']" name="value">900</setattribute> <setattribute xpath="/buffs/buff[@name='buffStatusCheck01']/effect_group/triggered_effect[@cvar='$PlayerLevelBonus' and @value='100']" name="value">900</setattribute>
  19. Huge, massive thanks for this. This is a really good pile of links to bookmark. And yeah, I've got my work cut out for me. lol. I'll try to resist my tendency to give up prematurely on this stuff when I get frustrated. Now if only I could get this quest to appear in the list (I must have refreshed the trader 100 times). No more error, but no quest either. I suppose I could just make notes to start the quests, but I REALLY wanted it to be a trader start.
  20. Is there a tutorial you'd recommend on how to get started with Harmony? I'm an experienced C# coder and also have experience with Unity. I'd be willing to code something to do this but I'm still a bit baffled as to how the modding api works. I've been following some advice from another user about using dnSpy to look at the game's source code but I just started with that so I'm still pretty green to this whole thing (I've never modded before, only coded my own games from scratch). If there were more documentation on modAPI and how to do things I'd be a bit farther along but there seems to be a big lack of documentation on 7 days modding Mostly it seems people directly transfer knowledge through forum posts or other means. Anyway, I'm rambling, but it shouldn't be out of my wheelhouse to make a BlockHarvest objective type. I just need to get more familiar with this stuff. I made sure I was on the proper tier. The quest refuses to show up. From what I'm reading on the forums, there are a lot of reasons why this might happen and it's very finicky. I'd appreciate any suggestions as to why the quest wouldn't be showing up. I'll repost the current state of the code in the OP above.
  21. So with the changes above, I can now load in and approach a trader without null errors. And the quest works when given manually. But no matter how many times I refresh the trader I cannot get it to show up in their list. Am I missing something still?
  22. Apparently there used to be a post with a list of the possible quest objectives but it has been automatically deleted because of age. ;(
  23. @khzmusik Thank you so much for your help. May I ask one more question after this one? The question is this: Is there a way to remove an item from the player's inventory once it has been acquired? The quest makes the player find some mythril, but the player can use any mythril they have already mined to finish the quest by holding it in their inventory. Or maybe there's a better way to track mining the ore than having it in your inventory. I do have terrain blocks in the world that are made of the ore...is there a way to track breaks of a specific type of block instead of checking for 100 mythril in the inventory? (See the OP above for the current objectives)
  24. Hello again fellows. I am attempting to extend the maximum level at which you can gain HP from leveling. My server allows a max level of 1000, but after 200 your HP and stamina stay locked. I've found the relevant section of buffstatuscheck01: <!-- Player HP / stamina per level --> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$PlayerLevelBonus" operation="set" value="@$LastPlayerLevel"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$PlayerLevelBonus" operation="add" value="-1"> <requirement name="PlayerLevel" operation="LT" value="2"/> </triggered_effect> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$PlayerLevelBonus" operation="set" value="100"> <requirement name="PlayerLevel" operation="GT" value="100"/> </triggered_effect> I'm attempting to adjust that last section because from my understanding it just takes your level and adds that to your base health of 100 each time you level up. But I am having trouble selecting that line. Here's the xml I'm attempting to use to path to that line: <!--Adjust HP/stamina gaining to increase beyond 200--> <setattribute xpath="/buffs/buff[@name='buffStatusCheck01']/effect_group/triggered_effect[cvar='$PlayerLevelBonus' and value='100']/requirement[@name='PlayerLevel']" name="value">900</setattribute> <setattribute xpath="/buffs/buff[@name='buffStatusCheck01']/effect_group/triggered_effect[cvar='$PlayerLevelBonus' and value='100']" name="value">900</setattribute> As you can see I'm trying to cap it at 1000 instead of 200. Why? Don't ask. But my patches are failing to apply to these lines. Is there a better way to xpath to these lines? Is the problem that the cvar I'm using as a selector has a dollar sign in it?
  25. Thanks so much guys. I will try that and get back to you. But I'm sure you're right as you're the experts here. I have a new problem I'm about to post about in a minute too, so fun times in the modding forum! Based on what the console says when you perform the command, I think it is done automatically on start every time and you already know the location so you're basically just ahead of the game BFT. This is new to me so I appreciate the excessive information.
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