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Telric

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Everything posted by Telric

  1. Chances are the craftingoutputcount is not working yet. Most of the ones that have //hook up next to them in buffs.xml are not working. If you're wanting a specific item to be crafted in order to trigger this, every time you craft an item, you log a cvar on your character. Go into DM, hit f3 and hit the PLY tickbox at the top left. It will show some cvars on the right. The _craftCount_XXX is logged and tracked when you craft anything, so you could use that as a requirement. It's read only so you can't set it to a value, but you can track it like leveling is tracked. Look up 'buffLevelUpTracking' in buffs.xml to see how thats done. Pretty simple to do for other cvars.
  2. Not sure if the tags property is messing with the requirement check. I couldn't find an instance of a tag being used in that way in vanilla files. Without seeing the rest of the code, that's the only thing that sticks out to me.
  3. I'm not sure if it works when they are dead, but generally you'd use an entitytagcompare check for harvesting an entity. as for the blocks, that trigger wont work. you don't harvest a block. you damage or break it. This is from something that i was testing but have since scrapped. It worked when i destroyed the block. <triggered_effect trigger="onSelfDestroyedBlock" action="AddBuff" buff="buffHookshotTeleportTest" target="self"> <requirement name="TriggerHasTags" tags="hookshottarget"/> </triggered_effect> And then in blocks, i have: <property name="Tags" value="hookshottarget"/> on w/e block i want to trigger the teleport.
  4. Hey all, I've been working on redoing my RPG mod that's been going on for a while. I just released a new demo version to get a little feed back. It's in no way a complete form, just looking for some testers and feedback on how things are going. If you're interested in testing it, come join the discord. Telrics Discord (Releases)
  5. Both the radiation and night vision are just screen overlays, which have a couple parameters for intensity and what not. You could play around with them. <triggered_effect trigger="onSelfItemActivate" action="ModifyScreenEffect" effect_name="NightVision" intensity="1" fade="0"/> That's from the nightvision googles item. <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" effect_name="Radiation" intensity=".6" fade="2"/> That's from the radiation03 buff. If you're wanting to actually change which is which (having trouble understanding what the goal of the mod would be), you can just change the effect_name. Do a search for those xml lines to find them.
  6. Why would they try to prove you wrong when most of your posts are negative for negativity's sake... I've never seen a constructive post from you. They do listen to all fans. But there's a big difference in listening to and doing exactly as every fan says.
  7. Not a specific reason. It just uses an invisible zombie with an attached insect as a prefab, so theoretically it's just another zombie to the game.
  8. buffPlayerFallingDamage is not a trigger. You're looking for onSelfFallImpact Here's a vanilla example: <triggered_effect trigger="onSelfFallImpact" action="AddBuff" buff="buffPlayerFallingDamage"> <requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".08"/> <!-- a bit over 1.5m while walking --> </triggered_effect>
  9. Not able to fully check right now, but I believe it's the block called: cntWoodFurnitureBlockVariantHelper2
  10. If you wanna play around with a fishing mod, I have one made for a20. You run around with a bug net and use sound to find bait, then can fish from certain spots or while in water. There's a few different fish that can be caught at different times of day / night and in different biomes. It's not super in depth as I personally hate recipe modding, so finding a use for a ton of fish isn't something I'm wanting to do, but worth a try!
  11. Well, I tried to follow best I can with what you have going on. Seems you're using a buff on the player that transfers some info to nearby enemies within 5 blocks. Confused on the buffEnemy01 and 02 part, but as far as the health max thing goes, you can't read a player cvar on an enemy. You'll have to create a new cvar and transfer it. This means for every possible player level, you need to radiate a cvar to nearby enemies. The first two triggers are to be attached to the player to check their level. This then sends the level, in the form of a new cvar, to enemies within 5 blocks. Now, I'm not sure what buffEntitySpawnHeal is, but HealthMax can't be increased dynamically without some form of healing. What you have right now will constantly call the heal on update. You'll have to add in some form of a cooldown buff or another cvar check so it doesn't do that. Also, all of this is with the expectation the enemies are getting the buff already, and it's just not working (which is what I got from a quick look). Hope it helps! <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="EnemyLevel" target="selfAOE" range="5" target_tags="entity,zombie,walker" operation="set" value="1"> <requirement name="CVarCompare" cvar="PlayerLevel" operation="Equals" value="1" target="self"/> </triggered_effect> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="EnemyLevel" target="selfAOE" range="5" target_tags="entity,zombie,walker" operation="set" value="2"> <requirement name="CVarCompare" cvar="PlayerLevel" operation="Equals" value="2" target="self"/> </triggered_effect> <effect_group> <requirement name="EnemyLevel" operation="Equals" value="1"/> <passive_effect name="HealthMax" operation="base_add" value="50"/> <triggered_effect trigger="onSelfFirstSpawn" action="AddBuff" target="self" buff="buffEntitySpawnHeal"/> <triggered_effect trigger="onSelfBuffStart" action="AddBuff" target="self" buff="buffEntitySpawnHeal"/> <triggered_effect trigger="onSelfBuffFinish" action="AddBuff" target="self" buff="buffEntitySpawnHeal"/> <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="self" buff="buffEntitySpawnHeal"/> </effect_group> <effect_group> <requirement name="EnemyLevel" operation="Equals" value="2"/> <passive_effect name="HealthMax" operation="base_add" value="100"/> <triggered_effect trigger="onSelfFirstSpawn" action="AddBuff" target="self" buff="buffEntitySpawnHeal"/> <triggered_effect trigger="onSelfBuffStart" action="AddBuff" target="self" buff="buffEntitySpawnHeal"/> <triggered_effect trigger="onSelfBuffFinish" action="AddBuff" target="self" buff="buffEntitySpawnHeal"/> <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="self" buff="buffEntitySpawnHeal"/> </effect_group>
  12. With a good bit of code, you could write out a single buff that would do this. Using the timeofday requirement check, you could count up a cvar tracker, then use the passive gamestage and use a set operation to be that cvar number. So: Checks the time on each day: <requirement name="TimeOfDay" operation="Equals" value="2359"/> Adds to the cvar (after setting it before hand): <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="LootstageDay" operation="add" value="1"/> Sets the gamestage to be equal to lootstageday: <passive_effect name="GameStage" operation="base_set" value="2"> <requirement name="CVarCompare" cvar="LootstageDay" operation="Equals" value="2"/> </passive_effect> You'd need to look into the timing of the update tick so it doesnt happen twice while the game time is at 11:59... or you could add a second buff that's applied as a cooldown, and then another requirement check to nothasbuff.
  13. Another option, specifically to deal with sleeper spawns, would be to use a /set on the actual block of the spawner to turn it into air instead of a spawner block. That would basically remove all sleeper spawn points with one little line of code. Untested, but this should do what i'm talking about. <set xpath="/blocks/block[contains(@name, sleeper)]"> <property name="Tags" value="air"/> <property name="Material" value="Mair"/> <property name="Shape" value="Invisible"/> <property name="Texture" value="250"/> <property name="FilterTags" value="MC_outdoor,SC_terrain"/> <property name="SortOrder1" value="d0j0"/> <property name="SortOrder2" value="0050"/> </set>
  14. I'd never disgrace the taste of a pie with pumpkin. Would rather eat a mud pie than a pumpkin pie.🤮
  15. Been a while since I did that tutorial, but back then yes, you had to have the tags in that specific order. I'm not sure about in a20, but might as well keep it that way. I think in one of Xyth's later tutorials, he has a full unity project that you download which has all settings set up for you, tags included. I cannot think of the name for that one, maybe the NPC tutorial, but Xyth may be by here since you tagged him. For the most part though, you'll just be using the T_mesh_b tag, specifically for blocks. Besides that one, I think the only other tag I've used would be some of the entity tags and maybe vehicle once or twice. As for the latest exportbundles files, you can get that from guppy's modding discord in the unity section.
  16. I follow one rule when modding... Mod for myself. If others like it, great. If not, I enjoyed the experience and learned something new. Your mods aren't going to be liked by everyone, so don't go in expecting it. If you mod for yourself as a learning experience or even just something you personally want, you're going to be happier than trying to please people on a forum. As for me, I don't want to work on mods that require code because I don't know code. So if something breaks, I'm at the mercy of someone else to fix it for me. lol Servers are really only using server friendly mods right now for the ease of getting players in. Not everyone knows how or wants to install mods on their own computer, so to get more people in, server friendly mods will help greatly. But, the caveat is you're limited.. You can still do some good stuff, but it would require some imagination from the players. Look at valmar's old school mods. Chicken coops were just chicken nests that grew into lootable forms. It all worked fine, just needed the imagination from the player that a chicken was there laying an egg... lol.
  17. It can be a big jump and very daunting, but absolutely worth it. More creativity, more flexibility. Definitely worth the hassle of learning.
  18. For a block to be interacted with in anyway besides collision, you need a specific tag in unity T_Mesh_B... A vehicle however uses other tags E_vehicle or something. So simply using the vanilla one will not work. You'll have to import into unity and change the tag (on the child objects with the hitboxes) in order to be used as a block.
  19. You asked if there's a list somewhere of items... Someone told you about the cheat menu that's much more simple to use than hunting for codes. How thin skinned do you have to be to get mad about that? Sure it could have been written in a "nicer" manner with the whole jebus part, but for real? Gonna have a rage fit over this? Appreciate the help about the site, but I know of no modder that uses a code site to find out names of items in the xmls. The only person that it could help is someone using cheats in game, which... there's an easier method. But feel free to let your own post ruin your day. Don't think many people would take advice from someone with such a thin skin.
  20. I think Geoff's comment was on this bit. This game has a cheat menu that you can type in names to pull items out of, instead of needing to do codes. Much easier to activate CM, hit U and find your item there rather than tabbing back and forth to type the xml names in.
  21. I always bind run keys to my left alt. Thumb is already on the space bar. Just a short shift to hit the alt key. Feels much more comfortable than reaching for shift, to me. I tried making an auto run mod using game events to teleport the player forward, but sadly it was too janky to release...
  22. ID numbers no longer matter. They can be omitted from the code. Loot is called from the lootcontainer name now. As far as not colliding with others, easiest way would be to add your name or some kind of prefix to it. IE: ZZTongBirdnest... Doubt anyone would ever come up with an identical name. lol
  23. Telric

    Guppy's Fire Mod

    What? No pokemon on fir..... Know what, I think I'm done with the whole pokemon bit... Looks sweet!
  24. As xmls are read top down, if you have items named the same that come later, it will just replace what was before. You'd need to rename them to something different for them to be separate item modifiers than the vanilla ones. Otherwise, when the xml is read, since your names are exactly the same, it will just keep whichever was read last (since you're using append, it will always be yours as append puts code at the end of the xml, just before the last closing tag) Also, just to help you when you run into errors later, I see you have spaces in your weapon names. You'll one day encounter some issues if you do that. Some xmls do weird things when there is a space in an item name. You can use localization to add spaces and hyphens and what not. Just a tip for ya
  25. Awesome. I knew my little bird brain would eventually make a discovery! 😛
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