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Telric

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Everything posted by Telric

  1. Eventually, I probably will. Lately i'm really focused on other projects.
  2. As a quick fix, until they can get to it, you can hit F when you open the inventory and it will jump to the search box.
  3. Lol np. I havent updated the mod, in other words. It's still using settings from a20 that have changed in a21.
  4. Should be fixed with a re export from unity. Shader stuffs.
  5. Which ones are you using? It will be after stable comes out. I have other projects I'm working on myself that take a lot of my time. I'd rather do updates after a stable is out. I'm not sure which ones will be updated when, though.
  6. Depending on how things are going in other areas, ill probably start updating mods when stable comes out. Easy ones first of course, like the health bars. From the sounds of it, it just needs to be re exported, but i havent updated my unity projects and all yet.
  7. And a super secret ending where the player explodes, Sonic style, showering everything with turds from never pooping!
  8. Glad you found it. I'm not sure how the link got changed. I've updated it on the first post. Thanks for telling me!
  9. Free with some basic modding skills and a camera. Most of the work is done by other modders already with NPC mod. Just need a pic of your face and slap it onto the texture map.
  10. Wouldnt consider that a problem as those are bathroom tiles, not ground tiles. But you'd have to manually edit the material of the paint texture. Those are in an atlas which is rather difficult to edit. There's only one mod that i know of that has done the work to allow changes to that atlas, but it requires code and everything. But yeah... no xml setting for a material's textures.
  11. They probably sensed your massively unimmersive UI, so they joined in. "We zombies cant let a UI have all the fun, can we?"
  12. Without knowing what you're experiencing, as in how its not working, I can only guess right now. Off the bat, in buffs, you have your buff being applied via update of perkabilityupdate. That update runs every second. You then have it applying your custom buff that lasts 20 seconds, but is set to replace. That means every update tick of perkabilityupdate causes that 20 seconds to refresh, meaning it will never fall off. Next up, you have no application to get the zombietrackenabled buff at all. I'm assuming you'd want it to trigger after the 20 seconds, so a onselfbufffinish on your tracking buff. That then triggers the trackenabled buff, which has some issues on its own. First, it has a duration of 0, which is infinite until removed or death. Next, you have it attempting to apply the first buff on update, if the player doesnt have the same buff it needs. So you can't have the buff required to give the 2nd buff. That's not possible. What you'd want is another trigger, either timed or player caused such as onselfcrouch. That would then apply the first buff to cause a loop. Again, without knowing what exactly is going wrong, i'm just going off what i see immediately. After you fix those things, it could work right out. if not, tell us what's supposed to happen vs what the outcome is.
  13. That's correct. There's a couple ways to do it, but your 2nd method is right. Another way, that I personally would do, is to make multiple effect groups with names of "Player Level 10+" and then use one blanket requirement check for the whole effect group. <effect_group name="Player Level 10+"> <requirement name="PlayerLevel" operation="GT" value="9"/> <passive_effect name="CarryCapacity" operation="base_add" value="1"/> <passive_effect name="RunSpeed" operation="perc_add" value=".05"/> <passive_effect name="HealthMax" operation="base_add" value="1"/> </effect_group> <effect_group name="Player Level 20+"> <requirement name="PlayerLevel" operation="GT" value="19"/> <passive_effect name="CarryCapacity" operation="base_add" value="3"/> <passive_effect name="RunSpeed" operation="perc_add" value=".15"/> <passive_effect name="HealthMax" operation="base_add" value="3"/> </effect_group> This would help keep more easily organized instead of having to scroll through so many commented organizers to find what you want. That's just me though. Buffs read top down. So the very first thing it reads would be the requirement. Since that is not within something else, it's a blanket requirement for the entire effect group. If you want it to only apply to a specific node, either passive or triggered, it has to be how you've done it in the 2nd method. The 2nd one will read your passive first, THEN find your requirement check for it. Hope that explains how buffs and requirements work a bit.
  14. If I remember right, the trader has to be within a trader protected area to give quests. Not sure if that's a bug or what, but I do remember talk about traders doing this in other threads a while back.
  15. <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="TotalHealth" operation="set" value="200"/> <passive_effect name="HealthMax" operation="base_set" value="@TotalHealth"/> I set a cvar to a number, then use that passive to set the health to that cvar, then i can do math to that cvar and it writes that final number to maxhealth. You'd have to have a health cvar, a block percent cvar, then also a block amount cvar, and do math between the two and write the final back to the health cvar. Something like this, with each name as a it's own cvar: Totalhealth = 100 BlockPerc = .1 Totalhealth x BlockPerc = TotalBlock Totalhealth - TotalBlock = FinalNumber Totalhealth = FinalNumber Could be another easier way, but my tired brain isn't working 100% tonight, so this is what i got. lol
  16. Right. Needs to meet that cvar requirement before it can do the randomroll to apply the buff.
  17. well, one issue was it was using the equals operation, so if your cvar was equal to the crafted cvar, it would fire on update. another issue was you were using the cvar as a number. with a value of 1 to 2, once your cvar got past 2, it would never fire again. min_max="1,2" operation="Equals" value="@craft_drunk1" so if craft_drunk1 was 1 or 2, it would fire. but if it was 3 or more, it would never fire.
  18. <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="craft_spellWildGrowth" operation="set" value="1"/> <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffBeer"> <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="GTE" value="50"/> <requirement name="CVarCompare" cvar="_craftCount_spellWildGrowth" operation="GT" value="@craft_spellWildGrowth"/> </triggered_effect> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="craft_spellWildGrowth" operation="add" value="1"> <requirement name="CVarCompare" cvar="_craftCount_spellWildGrowth" operation="GT" value="@craft_spellWildGrowth"/> </triggered_effect> This worked in my game. I changed stuff to be one of my items. I changed the randomroll to give a 50% chance, and i changed it from GTE to GT. If it was at GTE, it would constantly fire the beer buff trigger, cuz your cvars were equal. Having it greater than makes it so you craft, it does that check once, then does the final trigger to set both cvars to be equal. Also, you'll need to do something to make buffbeer stay on the player. Vanilla uses a cvar count down to remove the buff, so if your beerduration cvar is LTE 0, it removes the beer buff. Not sure what you're planning, such as making a new buff or what, but that's something to remember. This code works though and will apply the buff, even though its' removed on the next update cuz of no duration cvar.
  19. First thing would be to remove the randomroll and make sure all is firing correctly without it. If so, then it could be an issue that i've had before where certain instances of not having a normal 0 to 100 range would cause the randomroll to not fire. I could never find out why this happened, just that having a non standard randomroll would sometimes never fire no matter how many instances i tried. also, i'm assuming you're putting this to the character already.. via the status check buff or some other means, but obviously if this isnt attached to the player in some way, it wont work.
  20. the xml bit i posted works at all times. you start with the cvar to 0, you craft an item and your _craftCount_ variable increases to 1. on the next update, that bit would set your cvar to 1 (cuz _craftCOunt_ is larger than the cvar which was 0 at the time). so now your cvar is 1 and your craft count variable is 1. if you craft another, that _craftCount_ goes to 2. then on the next update, that xml bit increases your cvar to 2 as for the trigger to give the buff, you'd just need a randomroll to give that buff on update, BEFORE your change your cvar to equal _craftcount_. buffs run top down so you want that update tick to randomly give the buff, before your cvars match. after they match the update tick wont do anything untill _craftCount_ is larger than the cvar. <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="YouCraftedThis" operation="set" value="0"/> <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffBeerBuffIdkWhatItsCalled"> <requirement name="CVarCompare" cvar="_craftCount_YourCraftingObject" operation="GT" value="@YouCraftedThis"/> </triggered_effect> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="YouCraftedThis" operation="add" value="1"> <requirement name="CVarCompare" cvar="_craftCount_YourCraftingObject" operation="GT" value="@YouCraftedThis"/> </triggered_effect> Here, i did a basic idea of what you'd want.
  21. Well first, the CraftingIngredientCount is not a requirement check or a trigger, it's a passive. As in it sets the recipe's ingredient required amount to this number. So it would be used to reduce or increase the ingredient cost of recipes. I think what would do well in this situation would be something like this: <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="CurrentPlayerLevel" operation="set" value="1"/> <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffQuestWorldPlayerLevelUp"> <requirement name="PlayerLevel" operation="GT" value="@CurrentPlayerLevel"/> </triggered_effect> This is an example of my rpg mod, but you could substitute it with the crafting cvar. But, on entering the game, the player gets this buff. It immediately sets the cvar 'currentplayerlevel' to 1 (since player will be level 1. you'd set to 0 of course)... then, it runs a check every .5 seconds to see if the player level (crafted cvar in your case) is greater than the cvar. if so, it applies the buff . In your case, that buff would be a buff with a randomroll check to give the beer buff, as well as set your cvar to the crafted logged cvar. The logged cvar can be found in the F3 menu. It's just _craftCount_YourRecipeNameHere. This does mean you'd have to have each recipe you want as it's own separate code from above. Hope all of that makes sense...
  22. Ok i think i get you now... you're wanting to add those additional playerexp things, but your original xpath wasnt working. Looking back on it, you had the right idea, just wrong xpath. <append xpath="/entity_classes/entity_class[@name='playerMale']"> This one is what you need. That will add the effectgroup of playerexpgains you're wanting to put in. What you had currently in the original post was /entity_class/[@name.... so you were close, just one / too many.
  23. Long time since i actually released something, but I've updated the horses mod to a20, finally... It does come with a couple cosmetic issues in multiplayer. It works normally, but has a couple hiccups when changing animations at times. If i end up finding a fix for it, i'll be sure to update, but for now it's going as is. Try it out and let me know how it goes!
  24. Not entirely sure what you're looking for, as the stuff in your configs mod file dont exist in vanilla. Are you trying to mod a mod's configs? If i understand, you want to change the value of the tags property... if that's what you're after, simply change the @value to @tags in your set xpath. <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">yourtagshere</set> If that's not what you're wanting, it's a bit hard for me to picture what you're after, since that effect group doesnt exist in vanilla files.
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