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M1cromanagement

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Everything posted by M1cromanagement

  1. What is the full code that works? Im reading this post like 20 times and i dont get it. EDIT : Didnt want to spam this thread with my wrong xml
  2. Morning BFT2020, yeah thats german, but im from vienna ,and our definition of german is not the same as mine because our country - we have many dialects each area^^ and like germany to but im clearly understand in germany each dialects -it is the same as with british and american^^ i think this is a good comparison - i think anyway back to topic i created a tons of test quests with diffrent total items(5,12,20,50,100) to gathered and diffrent test quest with more as 1 phases for alot of quest for watching out when i become a error, i figured out that when im not updating/set this i become a error <!--<set xpath="/windows/window[@name='windowQuestObjectives']/rect[@name='content']/rect[@visible='{showquest}']/grid[@name='objectiveList']/@rows">100</set>--> i think when no one can help me out here ,i must do this, i dont unlike these idea to create subgroups , its just in this situation of this "archievment" what i dont agree with it i like your idea behind this , because when im playing 7 days to die , it feeling like rushing things , thats why i think the new update is awesome and your idea to and thats why i removed all xp gain things except quests and prob looting. and i think the mindeset are diffrent but at the end of the goal is the same yeah thats why im little upset, because its possible, but i dont know. I looked longer in the files but dont found anything - maybe I missed it found something interesting In XUI/windows.xml - windowSkillBookInfo <window name="windowSkillBookInfo" width="647" height="730" panel="Right" controller="SkillBookInfoWindow" cursor_area="true" hidden_entries_with_paging="1" > and in the same window <rect name="pagerBox" depth="3" width="644" height="43" pos="3,-639" visible="{showPaging}"> <sprite depth="1" name="background" color="[mediumGrey]" type="sliced"/> <sprite depth="0" name="backgroundMain" sprite="menu_empty3px" pos="-3,2" width="647" height="47" color="[black]" type="sliced" fillcenter="false" /> <panel pos="524,0" width="104" height="43" disableautobackground="true"> <pager name="pager" pos="-16,-6" primary_pager="false" /> </panel> </rect> but i cant settle this up on my own, maybe a dude found in this topic and helps me out
  3. I don't want to give up the idea, maybe "quest" isn't the right word, more like "ingame achievement", the problem is I'm just a noob who has an idea and my experience is not enough to create a HUD myself, let alone the one to do anything by myself, but i would like to learn some things related to xml.
  4. Hi guys I created a quest with a tons of items need to gathered and the HUD looks like this: https://ibb.co/PWkJGrz How i can do for example 5 pages, with 12 entrys ? <quest_objective_entry> <rect width="300" height="43" controller="QuestObjectiveEntry" complete_icon="ui_game_symbol_check" incomplete_icon="ui_game_symbol_x" notstarted_icon="ui_game_symbol_quest" complete_color="[green]" incomplete_color="[red]" notstarted_color="[white]" visible="{hasobjective}" > <sprite depth="2" name="iconTrack" style="icon22px" pos="4,0" color="{objectivecompletecolor}" sprite="{objectivecompletesprite}" /> <!-- <sprite depth="0" name="Icon" sprite="ui_game_symbol_pen" style="icon32px" pos="8,-3" foregroundlayer="true" visible="false"/> --> <label depth="4" name="Description" pos="30,2" width="250" height="28" text="{objectiveoptional}{objectivedescription} [DECEA3]{objectivestate}[-]" color="{objectivephasecolor}" font_size="26" /> </rect> </quest_objective_entry> <window name="windowQuestObjectives" width="653" height="240" panel="Center" controller="QuestObjectivesWindow" cursor_area="true" > <panel name="header" height="43" depth="1" backgroundspritename="ui_game_panel_header"> <sprite depth="2" name="windowIcon" style="icon32px" pos="4,-5" sprite="ui_game_symbol_quest"/> <label style="header.name" text="OBJECTIVES" text_key="xuiObjectives" /> <label depth="2" pos="545,-8" width="100" height="28" text="{questdifficulty}" color="[lightGrey]" justify="right" upper_case="true" /> </panel> <rect name="content" pos="0,-46" height="194" depth="1"> <sprite depth="2" name="backgroundMain" sprite="menu_empty3px" color="[black]" type="sliced" fillcenter="false" /> <sprite color="[darkGrey]" type="sliced" /> <rect visible="{showquest}"> <grid name="objectiveList" rows="5" cols="2" pos="12,-10" width="300" height="184" cell_width="300" cell_height="30" repeat_content="true" arrangement="horizontal" controller="QuestObjectiveList"> <quest_objective_entry name="0" /> </grid> <label depth="3" pos="8, -165" text="{questrequirementstitle}: {questrequirements}" width="590" visible="{showrequirements}" height="30" /> </rect> <rect visible="{showempty}"> <label pos="0,-70" depth="3" name="descriptionText" width="100%" height="65" text="OBJECTIVES NOT AVAILABLE AT THIS TIME." text_key="xuiObjectivesNotAvailable" justify="center" font_size="28" /> </rect> </rect> </window>
  5. EDIT: I'm sorry, I think that's just called tilted
  6. sorry but my last hope is to write here First; With this Code: HUD looks like: https://ibb.co/PWkJGrz Thats What i wanted at the end, because i was trying to make a quest from begin the game, the reward here i would change but thats actually not necessary actually. But the HUD looks like Crap Can anyone help me here?
  7. I've tested a few things now; First; With this Code: HUD looks like: https://ibb.co/PWkJGrz Thats What i wanted at the end, because i was trying to make a quest from begin the game, the reward here i would change but thats actually not necessary actually. But the HUD looks like Crap --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Second; With this Code: HUD looks good. it makes me upset because im lacking with experience for the HUD at the end because he shows up all id, and its look like crap if ignore your advise i get up what i need, but if follow your advise it solve the hud problem
  8. I don't think that's exactly what I wanted, but it's also a good idea! What is the diffrent between Quest and Challange? And what is "<property name="completiontype" value="TurnIn"/>" ? Example: We have 3 quests, quest a , quest b , quest c; Quest a is collect 10 fibers Quest b is collect 10 rocks Quest c is collect 10 iron for quest c you must first complete quest a and quest b, its important that quest a and b are not follow quests and when you finished both quest c comes in.
  9. Learning by Looting The patch is coming and I want to do a quest - similar to an achievement to collect it, but like it is when you're working on a project , that you don't realize until later, @%$# I forgot something. Question: Is it Possible that you can put a requirement on a quest ? Because after the follow quests i want to create a final quest with a reward. But ONLY if alle other quests get done it before EDIT: Importent is for me that you have acces to all quests since gamestart and i put only 12 because of the windows.xml that it doesnt look like crap <configs> <set xpath="/windows/window[@name='windowQuestObjectives']/rect[@name='content']/rect[@visible='{showquest}']/grid[@name='objectiveList']/@rows">20</set> </configs> Any ideas ? how i can make this ? <3
  10. sorry didnt write back after it worked ! was quite late <configs> <set xpath="/entity_classes/entity_class[contains(@name, 'player')]/property[@name='ExperienceGain']/@value">0</set> <set xpath="/entity_classes/entity_class[contains(@name, 'zombie')]/property[@name='ExperienceGain']/@value">0</set> <set xpath="/entity_classes/entity_class[contains(@name, 'animal')]/property[@name='ExperienceGain']/@value">0</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@value">-1</set> <append xpath="/entity_classes/entity_class[@name='playerMale']/effect_group"> <passive_effect name="PlayerExpGain" operation="perc_add" value="-1" tags="Kill"/> <passive_effect name="PlayerExpGain" operation="base_set" value="0" tags="Harvesting"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="-1" tags="Crafting"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="-1" tags="Selling"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="-1" tags="Looting"/> </append> </configs> I'll have to look into the perc_add and base_set options, but I can work with them now and slowly move on to the next one
  11. yeah like that ! but i got confused, i want to make for example 5 seperate lines... for upgrading to selling and make a value to <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">Upgrading</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">Kill</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">Harvesting</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">Crafting</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">Selling</set> or im changing the whole time the first line from upgrading to harvesting to upgrading to selling. or it makes a new one ? <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">Upgrading</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@value">-1</set> these two lines i want to create in one line and the final idea is like that <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">Upgrading</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@value">-1</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">Kill</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@value">-1</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">Harvesting</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@value">-1</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">Crafting</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@value">-1</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@tags">Selling</set> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@value">-1</set> that i have got 5 lines with a value change and a tag change. so i need to "append xpath" ?
  12. Hello Guys i´m struggling with some xpath lines, i want to make a game without exp gain when you kill a zombie,harvesting,repairing, etc , just learning the schematics gives you exp and quests. entityclasses.xml line 227 -248 <!-- Notes from meeting 03 Jun increase upgrade xp by 500% increase repair xp by 1000% nerf quest XP 50% nerf kill 25% remove sell xp (to be determined) PlayerExpGain, Tags: Kill, Harvesting, Upgrading, Crafting, Selling, Quest, Looting, Party, Other --> <!-- wasteland gamestage bonus <passive_effect name="GameStage" operation="base_add" value="75"> <requirement name="InBiome" biome="8"/> </passive_effect> --> <!-- <passive_effect name="PlayerExpGain" operation="perc_add" value=".2" tags="Repairing"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="-.25" tags="Kill"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="-.5" tags="Quest"/> --> <passive_effect name="PlayerExpGain" operation="perc_add" value="5" tags="Upgrading"/> <configs> <!-- <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@value">-1</set> --> <set xpath="/entity_classes/entity_class[contains(@name, 'player')]/property[@name='ExperienceGain']/@value">0</set> <set xpath="/entity_classes/entity_class[contains(@name, 'zombie')]/property[@name='ExperienceGain']/@value">0</set> <set xpath="/entity_classes/entity_class[contains(@name, 'animal')]/property[@name='ExperienceGain']/@value">0</set> <append xpath="/entity_classes/entity_class/[@name='playerMale']"> <effect_group name="PlayerExpGain"> <passive_effect name="PlayerExpGain" operation="perc_add" value="-1" tags="Kill"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="-1" tags="Harvesting"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="-1" tags="Upgrading"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="-1" tags="Crafting"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="-1" tags="Selling"/> </effect_group> </append> </configs> <!-- <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='PlayerExpGain']/@value">-1</set> --> thats working but how i can set/edit the tag to ? or/and how i can make this correct for the tags for the kill,harvesting upgrading etc ?
  13. Awesome Guys, thanks for the Work, but one Question goes over my head, a flag for each Country x)
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