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About ZzzSmileYzzZ

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  1. That effect get activated only when you start the forge or campfire, the flare in question don't get activated, so the effect don't apply. Cheers,
  2. Thank You for the reply Xyth, really appreciated. Don't know how to use those, will put it on hold for now and check those DMT coding later. Cheers,
  3. Yea it's a vanilla Block, what you mean by Code, SDX? Cheers,
  4. Bump! If anyone can help, I would really appreciated. Thx.
  5. Is it possible to attach a particle effect on a block. Im creating a flare and using a block as a pipe that you set down and wanted to attach the air drop smoking effect on it when place down. Is it possible to do? Cheers,
  6. Also if I got another buff that give 15 less stamina usage and want them to stack, should be the stack_type set to Effect like this: <buff name="buffMineralWater" name_key="buffMineralWaterName" description_key="buffMineralWaterDesc" tooltip_key="buffMineralWaterTooltip" icon="ui_game_symbol_water" icon_color="0,150,255" icon_blink="true"> <stack_type value="effect"/> <duration value="600"/> Cheers,
  7. That drop my food from 100 to 85, same for stamina and water drop to 100 to 80. Water don't regen over time during buff duration, it's stays at 80. On the code I post, everything works except for the stamina lost on tools and melee weapons. I fix the HP by replacing my coding with yours it work ok now. Also I want the drink to give 45 water. Ain't the stamina loss on tools this coding: <passive_effect name="StaminaLoss" operation="perc_add" value="-.15"/> Cheers,
  8. The reason why the number were low or not really noticeable, was because it stack with other buffs, raising the number will create the stacking to high. And got same issue here for the last one. The only thing I'm thinking about it, is to raise the stamina regen higher to compensate. Or state all action in the buff and lower there stamina usage of tools or weapons and that will be a long list. lol Cheers,
  9. My apology for doing so. Cheers,
  10. I'm working on a mod for the community I'm in 'Pro Hookers' and require some help for creating certain Items. I'm working on making a new drink 'drinkJarMineralWater' , as for making the drink it self I got no problem, the issue I got is the effect of the drink. This is the coding for the Drink: <item name="drinkJarMineralWater"> <property name="HoldType" value="3"/> <property name="DisplayType" value="mineralWater"/> <property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="Material" value="Mglass"/> <property name="Stacknumber" value="150"/> <property name="Weight" value="10"/> <property name="EconomicValue" value="100"/> <property name="SellableToTrader" value="true"/> <property class="Action0"> <property name="Class" value="Eat"/> <property name="Delay" value="1"/> <property name="Use_time" value="..."/> <property name="Sound_start" value="player_drinking"/> <property name="Create_item" value="drinkJarEmpty"/> </property> <property name="Group" value="Food/Cooking,CFDrink/Cooking"/> <effect_group tiered="false"> <requirement name="NotHasBuff" buff="buffIsOnFire"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="45"/> <display_value name="dStaminaRegen" value=".15"/> <display_value name="dEfficientDigestion" value=".15"/> <display_value name="dDuration" value="600"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables,buffMineralWater"/> </effect_group> <effect_group tiered="false"> <requirement name="HasBuff" buff="buffIsOnFire"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffExtinguishFire"/> </effect_group> </item> And this is the buff for it: <buff name="buffMineralWater" name_key="buffMineralWater" description_key="buffMineralWaterDesc" icon="ui_game_symbol_stomach" icon_color="0,255,255,150" icon_blink="true"> <stack_type value="ignore"/> <duration value="600"/> <effect_group> <passive_effect name="HealthChangeOT" operation="base_add" value="1.25" duration="5"/> <passive_effect name="WaterLossPerStaminaPointGained" operation="perc_subtract" value="0.2"/> <passive_effect name="StaminaLossMaxMult" operation="perc_subtract" value="0.15"/> </effect_group> </buff> Also I made change in the UI_Display: <insertAfter xpath="/ui_display_info/item_display/item_display_info[@display_type='toolBellows']" > <item_display_info display_type="mineralWater" display_group="groupConsumables"> <display_entry name="$waterAmountAdd" title_key="statWaterAmount"/> <display_entry name="dStaminaRegen" title_key="statStaminaRegen" display_type="Percent"/> <display_entry name="dEfficientDigestion" title_key="statEfficientDigestion" display_type="Percent" display_leading_plus="true"/> <display_entry name="dDuration" title_key="statDuration" display_type="Time"/> </item_display_info> </insertAfter> What I want the drink to do: -- Give 5 HP -- Food cost of regenerating stamina -15% -- Water cost of regenerating stamina -20% -- Stamina usage -15% for all action that require Stamina Usage *For the give HP it keep giving HP even after 5 sec and keep going for the duration of the buff that is 10mins *Stamina usage don't work at all Can anyone review this and tell me what to do to make it happen. Cheers,
  11. It take only 5 mins to register then you can download any mod you want. Most people here use Nexus. It's not like you got to register on every download. Cheers,
  12. I decide to follow your suggestion and install your mod S420_SimpleUI-BiggerBackpack60 and the S420_SimpleUI-LeftHUD-BuffTimers to avoid any conflict. However when a critical buff kicks in the 'Icon' do not blink as it should be, is there a way to fix that? Cheers,
  13. Having timer for the buff is really nice, gratz on that one. Cheers,
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