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Posts posted by M1cromanagement
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yeah i try my best ^^ thank you mate
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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
Quoteso I don't know the tasks you have laid out
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>-->
Quotebut there is no shame in dividing up that big list into several smaller ones. You can have them active at the same time so you are still progressing on all of them as you progress through the game, but breaking them up into subgroups would make it less overwhelming.
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
QuoteI removed the perk books from the traders and loot tables, and made them rewards when you complete specific tasks. Some are available at the same time (like the tasks for the Mining books or lucky looter) while others are defined in series to force you to progress (like Pistol Pete where you first have to kill with the pipe pistol, then the 9mm, then the SMG).
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
QuoteI know you can add more tabs / pages to the windows (as Khaine done it in his Darkness Falls mod), but not sure if you can do it for all of the windows (including quests).
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
QuoteTo start with, I would recommend looking at the Perks / Skills window to see how they have set it up as that one has the multiple tabs for each attribute and the perk books.
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
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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.
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Hi guys I created a quest with a tons of items need to gathered and the HUD looks like this:
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>
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EDIT: I'm sorry, I think that's just called tilted
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sorry but my last hope is to write here
First; With this Code:
Spoiler<insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']"> <quest id="quest_Test"> <property name="group_name_key" value="quest_Test"/> <property name="name_key" value="quest_Test"/> <property name="subtitle_key" value="quest_Test_subtitle"/> <property name="description_key" value="quest_Test_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="Challenge"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_Test_offer"/> <property name="shareable" value="false"/> <action type="ShowTip" value="tutorialTipQuest02"/> <!-- Phase 1 --> <objective type="FetchKeep" id="resourceYuccaFibers" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRockSmall" value="1" phase="1"/> <objective type="FetchKeep" id="resourceWood" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBrokenGlass" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBone" value="1" phase="1"/> <objective type="FetchKeep" id="resourceLeather" value="1" phase="1"/> <objective type="FetchKeep" id="resourceFishingWeight" value="1" phase="1"/> <objective type="FetchKeep" id="resourceFeather" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapIron" value="1" phase="1"/> <objective type="FetchKeep" id="drinkJarEmpty" value="1" phase="1"/> <objective type="FetchKeep" id="drinkCanEmpty" value="1" phase="1"/> <objective type="FetchKeep" id="drinkJarRiverWater" value="1" phase="1"/> <objective type="FetchKeep" id="resourceTrophy1" value="1" phase="1"/> <objective type="FetchKeep" id="resourceTrophy2" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCloth" value="1" phase="1"/> <objective type="FetchKeep" id="resourcePaper" value="1" phase="1"/> <objective type="FetchKeep" id="resourceAnimalFat" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCobblestones" value="1" phase="1"/> <objective type="FetchKeep" id="resourceMetalPipe" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapPolymers" value="1" phase="1"/> <objective type="FetchKeep" id="resourceGlue" value="1" phase="1"/> <objective type="FetchKeep" id="resourceNail" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapBrass" value="1" phase="1"/> <objective type="FetchKeep" id="foodRottingFlesh" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCandleStick" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRadiator" value="1" phase="1"/> <objective type="FetchKeep" id="foodEgg" value="1" phase="1"/> <objective type="FetchKeep" id="foodShamSandwich" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropBlueberries" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropCorn" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropGraceCorn" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropPotato" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropMushrooms" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropYuccaFruit" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropPumpkin" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropHopsFlower" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropAloeLeaf" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropChrysanthemumPlant" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropCottonPlant" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropGoldenrodPlant" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropCoffeeBeans" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapLead" value="1" phase="1"/> <objective type="FetchKeep" id="resourceForgedIron" value="1" phase="1"/> <objective type="FetchKeep" id="resourceForgedSteel" value="1" phase="1"/> <objective type="FetchKeep" id="resourceSnowBall" value="1" phase="1"/> <objective type="FetchKeep" id="resourceDoorKnob" value="1" phase="1"/> <objective type="FetchKeep" id="resourceAcid" value="1" phase="1"/> <objective type="FetchKeep" id="resourceSewingKit" value="1" phase="1"/> <objective type="FetchKeep" id="resourceTestosteroneExtract" value="1" phase="1"/> <objective type="FetchKeep" id="resourceMilitaryFiber" value="1" phase="1"/> <objective type="FetchKeep" id="resourceElectricParts" value="1" phase="1"/> <objective type="FetchKeep" id="resourceMechanicalParts" value="1" phase="1"/> <objective type="FetchKeep" id="resourceArrowHeadIron" value="1" phase="1"/> <objective type="FetchKeep" id="resourceArrowHeadSteelAP" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCoal" value="1" phase="1"/> <objective type="FetchKeep" id="resourcePotassiumNitratePowder" value="1" phase="1"/> <objective type="FetchKeep" id="resourceGunPowder" value="1" phase="1"/> <objective type="FetchKeep" id="resourceOil" value="1" phase="1"/> <objective type="FetchKeep" id="resourcePaint" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRepairKit" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBuckshot" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBulletCasing" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBulletTip" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRocketTip" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRocketCasing" value="1" phase="1"/> <objective type="FetchKeep" id="resourceHubcap" value="1" phase="1"/> <objective type="FetchKeep" id="resourceAirFilter" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCandyTin" value="1" phase="1"/> <objective type="FetchKeep" id="resourceHeadlight" value="1" phase="1"/> <objective type="FetchKeep" id="resourceLockPick" value="1" phase="1"/> <objective type="FetchKeep" id="resourceSpring" value="1" phase="1"/> <!-- last food id,Weapon,Ammo,Etc --> <reward type="Exp" value="0"/> </quest> </insertBefore>
HUD looks like:
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?
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Quote
So in this case, you can setup one quest or challenge and have both Quest A and Quest B requirements as phase 1 while Quest C requirements as phase 2. That forces the player to do A & B first, then unlocks C on completion.
I've tested a few things now;
First; With this Code:
Spoiler<insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']"> <quest id="quest_Test"> <property name="group_name_key" value="quest_Test"/> <property name="name_key" value="quest_Test"/> <property name="subtitle_key" value="quest_Test_subtitle"/> <property name="description_key" value="quest_Test_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="Challenge"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_Test_offer"/> <property name="shareable" value="false"/> <action type="ShowTip" value="tutorialTipQuest02"/> <!-- Phase 1 --> <objective type="FetchKeep" id="resourceYuccaFibers" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRockSmall" value="1" phase="1"/> <objective type="FetchKeep" id="resourceWood" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBrokenGlass" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBone" value="1" phase="1"/> <objective type="FetchKeep" id="resourceLeather" value="1" phase="1"/> <objective type="FetchKeep" id="resourceFishingWeight" value="1" phase="1"/> <objective type="FetchKeep" id="resourceFeather" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapIron" value="1" phase="1"/> <objective type="FetchKeep" id="drinkJarEmpty" value="1" phase="1"/> <objective type="FetchKeep" id="drinkCanEmpty" value="1" phase="1"/> <objective type="FetchKeep" id="drinkJarRiverWater" value="1" phase="1"/> <objective type="FetchKeep" id="resourceTrophy1" value="1" phase="1"/> <objective type="FetchKeep" id="resourceTrophy2" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCloth" value="1" phase="1"/> <objective type="FetchKeep" id="resourcePaper" value="1" phase="1"/> <objective type="FetchKeep" id="resourceAnimalFat" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCobblestones" value="1" phase="1"/> <objective type="FetchKeep" id="resourceMetalPipe" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapPolymers" value="1" phase="1"/> <objective type="FetchKeep" id="resourceGlue" value="1" phase="1"/> <objective type="FetchKeep" id="resourceNail" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapBrass" value="1" phase="1"/> <objective type="FetchKeep" id="foodRottingFlesh" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCandleStick" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRadiator" value="1" phase="1"/> <objective type="FetchKeep" id="foodEgg" value="1" phase="1"/> <objective type="FetchKeep" id="foodShamSandwich" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropBlueberries" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropCorn" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropGraceCorn" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropPotato" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropMushrooms" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropYuccaFruit" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropPumpkin" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropHopsFlower" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropAloeLeaf" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropChrysanthemumPlant" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropCottonPlant" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropGoldenrodPlant" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropCoffeeBeans" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapLead" value="1" phase="1"/> <objective type="FetchKeep" id="resourceForgedIron" value="1" phase="1"/> <objective type="FetchKeep" id="resourceForgedSteel" value="1" phase="1"/> <objective type="FetchKeep" id="resourceSnowBall" value="1" phase="1"/> <objective type="FetchKeep" id="resourceDoorKnob" value="1" phase="1"/> <objective type="FetchKeep" id="resourceAcid" value="1" phase="1"/> <objective type="FetchKeep" id="resourceSewingKit" value="1" phase="1"/> <objective type="FetchKeep" id="resourceTestosteroneExtract" value="1" phase="1"/> <objective type="FetchKeep" id="resourceMilitaryFiber" value="1" phase="1"/> <objective type="FetchKeep" id="resourceElectricParts" value="1" phase="1"/> <objective type="FetchKeep" id="resourceMechanicalParts" value="1" phase="1"/> <objective type="FetchKeep" id="resourceArrowHeadIron" value="1" phase="1"/> <objective type="FetchKeep" id="resourceArrowHeadSteelAP" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCoal" value="1" phase="1"/> <objective type="FetchKeep" id="resourcePotassiumNitratePowder" value="1" phase="1"/> <objective type="FetchKeep" id="resourceGunPowder" value="1" phase="1"/> <objective type="FetchKeep" id="resourceOil" value="1" phase="1"/> <objective type="FetchKeep" id="resourcePaint" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRepairKit" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBuckshot" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBulletCasing" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBulletTip" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRocketTip" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRocketCasing" value="1" phase="1"/> <objective type="FetchKeep" id="resourceHubcap" value="1" phase="1"/> <objective type="FetchKeep" id="resourceAirFilter" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCandyTin" value="1" phase="1"/> <objective type="FetchKeep" id="resourceHeadlight" value="1" phase="1"/> <objective type="FetchKeep" id="resourceLockPick" value="1" phase="1"/> <objective type="FetchKeep" id="resourceSpring" value="1" phase="1"/> <!-- last food id,Weapon,Ammo,Etc --> <reward type="Exp" value="0"/> </quest> </insertBefore>
HUD looks like:
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
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Second; With this Code:
Spoiler<insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']"> <quest id="quest_Test"> <property name="group_name_key" value="quest_Test"/> <property name="name_key" value="quest_Test"/> <property name="subtitle_key" value="quest_Test_subtitle"/> <property name="description_key" value="quest_Test_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="Challenge"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_Test_offer"/> <property name="shareable" value="false"/> <action type="ShowTip" value="tutorialTipQuest02"/> <!-- Phase 1 --> <objective type="FetchKeep" id="resourceYuccaFibers" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRockSmall" value="1" phase="1"/> <objective type="FetchKeep" id="resourceWood" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBrokenGlass" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBone" value="1" phase="1"/> <objective type="FetchKeep" id="resourceLeather" value="1" phase="1"/> <objective type="FetchKeep" id="resourceFishingWeight" value="1" phase="1"/> <objective type="FetchKeep" id="resourceFeather" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapIron" value="1" phase="1"/> <objective type="FetchKeep" id="drinkJarEmpty" value="1" phase="1"/> <objective type="FetchKeep" id="drinkCanEmpty" value="1" phase="1"/> <objective type="FetchKeep" id="drinkJarRiverWater" value="1" phase="1"/> <!-- Phase 2 --> <objective type="FetchKeep" id="resourceTrophy1" value="1" phase="2"/> <objective type="FetchKeep" id="resourceTrophy2" value="1" phase="2"/> <objective type="FetchKeep" id="resourceCloth" value="1" phase="2"/> <objective type="FetchKeep" id="resourcePaper" value="1" phase="2"/> <objective type="FetchKeep" id="resourceAnimalFat" value="1" phase="2"/> <objective type="FetchKeep" id="resourceCobblestones" value="1" phase="2"/> <objective type="FetchKeep" id="resourceMetalPipe" value="1" phase="2"/> <objective type="FetchKeep" id="resourceScrapPolymers" value="1" phase="2"/> <objective type="FetchKeep" id="resourceGlue" value="1" phase="2"/> <objective type="FetchKeep" id="resourceNail" value="1" phase="2"/> <objective type="FetchKeep" id="resourceScrapBrass" value="1" phase="2"/> <objective type="FetchKeep" id="foodRottingFlesh" value="1" phase="2"/> <!-- Phase 3 --> <objective type="FetchKeep" id="resourceCandleStick" value="1" phase="3"/> <objective type="FetchKeep" id="resourceRadiator" value="1" phase="3"/> <objective type="FetchKeep" id="foodEgg" value="1" phase="3"/> <objective type="FetchKeep" id="foodShamSandwich" value="1" phase="3"/> <objective type="FetchKeep" id="foodCropBlueberries" value="1" phase="3"/> <objective type="FetchKeep" id="foodCropCorn" value="1" phase="3"/> <objective type="FetchKeep" id="foodCropGraceCorn" value="1" phase="3"/> <objective type="FetchKeep" id="foodCropPotato" value="1" phase="3"/> <objective type="FetchKeep" id="foodCropMushrooms" value="1" phase="3"/> <objective type="FetchKeep" id="foodCropYuccaFruit" value="1" phase="3"/> <objective type="FetchKeep" id="foodCropPumpkin" value="1" phase="3"/> <objective type="FetchKeep" id="resourceCropHopsFlower" value="1" phase="3"/> <!-- Phase 4 --> <objective type="FetchKeep" id="resourceCropAloeLeaf" value="1" phase="4"/> <objective type="FetchKeep" id="resourceCropChrysanthemumPlant" value="1" phase="4"/> <objective type="FetchKeep" id="resourceCropCottonPlant" value="1" phase="4"/> <objective type="FetchKeep" id="resourceCropGoldenrodPlant" value="1" phase="4"/> <objective type="FetchKeep" id="resourceCropCoffeeBeans" value="1" phase="4"/> <objective type="FetchKeep" id="resourceScrapLead" value="1" phase="4"/> <objective type="FetchKeep" id="resourceForgedIron" value="1" phase="4"/> <objective type="FetchKeep" id="resourceForgedSteel" value="1" phase="4"/> <objective type="FetchKeep" id="resourceSnowBall" value="1" phase="4"/> <objective type="FetchKeep" id="resourceDoorKnob" value="1" phase="4"/> <objective type="FetchKeep" id="resourceAcid" value="1" phase="4"/> <objective type="FetchKeep" id="resourceSewingKit" value="1" phase="4"/> <objective type="FetchKeep" id="resourceTestosteroneExtract" value="1" phase="4"/> <!-- Phase 5 --> <objective type="FetchKeep" id="resourceMilitaryFiber" value="1" phase="5"/> <objective type="FetchKeep" id="resourceElectricParts" value="1" phase="5"/> <objective type="FetchKeep" id="resourceMechanicalParts" value="1" phase="5"/> <objective type="FetchKeep" id="resourceArrowHeadIron" value="1" phase="5"/> <objective type="FetchKeep" id="resourceArrowHeadSteelAP" value="1" phase="5"/> <objective type="FetchKeep" id="resourceCoal" value="1" phase="5"/> <objective type="FetchKeep" id="resourcePotassiumNitratePowder" value="1" phase="5"/> <objective type="FetchKeep" id="resourceGunPowder" value="1" phase="5"/> <objective type="FetchKeep" id="resourceOil" value="1" phase="5"/> <objective type="FetchKeep" id="resourcePaint" value="1" phase="5"/> <objective type="FetchKeep" id="resourceRepairKit" value="1" phase="5"/> <objective type="FetchKeep" id="resourceBuckshot" value="1" phase="5"/> <!-- Phase 6 --> <objective type="FetchKeep" id="resourceBulletCasing" value="1" phase="6"/> <objective type="FetchKeep" id="resourceBulletTip" value="1" phase="6"/> <objective type="FetchKeep" id="resourceRocketTip" value="1" phase="6"/> <objective type="FetchKeep" id="resourceRocketCasing" value="1" phase="6"/> <objective type="FetchKeep" id="resourceHubcap" value="1" phase="6"/> <objective type="FetchKeep" id="resourceAirFilter" value="1" phase="6"/> <objective type="FetchKeep" id="resourceCandyTin" value="1" phase="6"/> <objective type="FetchKeep" id="resourceHeadlight" value="1" phase="6"/> <objective type="FetchKeep" id="resourceLockPick" value="1" phase="6"/> <objective type="FetchKeep" id="resourceSpring" value="1" phase="6"/> <reward type="Exp" value="0"/> </quest> </insertBefore>
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
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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.
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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 beforeEDIT: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
Spoiler<!-- <remove xpath="/quests/quest[@id='quest_BasicSurvival1']/reward[@type='Exp']" /> <append xpath="/quests/quest[@id='quest_BasicSurvival1']"> <reward type="Exp" value="0"/> </append> --> <configs> <remove xpath="/quests/quest[@id='quest_BasicSurvival1']"/> <insertBefore xpath="/quests/quest[@id='quest_BasicSurvival2']"> <quest id="quest_BasicSurvival1"> <property name="group_name_key" value="quest_BasicSurvival"/> <property name="name_key" value="quest_BasicSurvival1"/> <property name="subtitle_key" value="quest_BasicSurvival1_subtitle"/> <property name="description_key" value="quest_BasicSurvival1_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="quest"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_BasicSurvival_offer"/> <property name="shareable" value="false"/> <action type="ShowTip" value="tutorialTipQuest02"/> <action type="TrackQuest"/> <objective type="FetchKeep" id="resourceYuccaFibers" value="10" phase="1"/> <objective type="Craft"> <property name="phase" value="2"/> <property name="item" value="bedrollBlockVariantHelper"/> <property name="count" value="1"/> </objective> <objective type="BlockPlace" id="bedrollBlockVariantHelper" value="1" phase="2"/> <reward type="Exp" value="0"/> <reward type="Quest" id="quest_BasicSurvival2"/> <reward type="Quest" id="quest_Master_of_Collector"/> </quest> </insertBefore> <insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']"> <quest id="quest_Master_of_Collector"> <property name="group_name_key" value="quest_Master_of_Collector"/> <property name="name_key" value="quest_Master_of_Collector"/> <property name="subtitle_key" value="quest_Master_of_Collector_subtitle"/> <property name="description_key" value="quest_Master_of_Collector_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="quest"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_Master_of_Collector_offer"/> <property name="shareable" value="false"/> <action type="ShowTip" value="tutorialTipQuest02"/> <!-- Phase 1 --> <reward type="Exp" value="0"/> <reward type="Quest" id="quest_Master_of_Collector1"/> <reward type="Quest" id="quest_Master_of_Collector2"/> <reward type="Quest" id="quest_Master_of_Collector3"/> <reward type="Quest" id="quest_Master_of_Collector4"/> <reward type="Quest" id="quest_Master_of_Collector5"/> </quest> </insertBefore> <insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']"> <quest id="quest_Master_of_Collector1"> <property name="group_name_key" value="quest_Master_of_Collector"/> <property name="name_key" value="quest_Master_of_Collector1"/> <property name="subtitle_key" value="quest_Master_of_Collector1_subtitle"/> <property name="description_key" value="quest_Master_of_Collector1_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="quest"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_Master_of_Collector_offer"/> <property name="shareable" value="false"/> <action type="ShowTip" value="tutorialTipQuest02"/> <!-- Phase 1 --> <objective type="FetchKeep" id="resourceYuccaFibers" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRockSmall" value="1" phase="1"/> <objective type="FetchKeep" id="resourceWood" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBrokenGlass" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBone" value="1" phase="1"/> <objective type="FetchKeep" id="resourceLeather" value="1" phase="1"/> <objective type="FetchKeep" id="resourceFishingWeight" value="1" phase="1"/> <objective type="FetchKeep" id="resourceFeather" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapIron" value="1" phase="1"/> <objective type="FetchKeep" id="drinkJarEmpty" value="1" phase="1"/> <objective type="FetchKeep" id="drinkCanEmpty" value="1" phase="1"/> <objective type="FetchKeep" id="drinkJarRiverWater" value="1" phase="1"/> <reward type="Exp" value="0"/> </quest> </insertBefore> <insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']"> <quest id="quest_Master_of_Collector2"> <property name="group_name_key" value="quest_Master_of_Collector"/> <property name="name_key" value="quest_Master_of_Collector2"/> <property name="subtitle_key" value="quest_Master_of_Collector2_subtitle"/> <property name="description_key" value="quest_Master_of_Collector2_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="quest"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_Master_of_Collector_offer"/> <property name="shareable" value="false"/> <action type="ShowTip" value="tutorialTipQuest02"/> <!-- Phase 1 --> <objective type="FetchKeep" id="resourceTrophy1" value="1" phase="1"/> <objective type="FetchKeep" id="resourceTrophy2" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCloth" value="1" phase="1"/> <objective type="FetchKeep" id="resourcePaper" value="1" phase="1"/> <objective type="FetchKeep" id="resourceAnimalFat" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCobblestones" value="1" phase="1"/> <objective type="FetchKeep" id="resourceMetalPipe" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapPolymers" value="1" phase="1"/> <objective type="FetchKeep" id="resourceGlue" value="1" phase="1"/> <objective type="FetchKeep" id="resourceNail" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapBrass" value="1" phase="1"/> <objective type="FetchKeep" id="foodRottingFlesh" value="1" phase="1"/> <reward type="Exp" value="0"/> </quest> </insertBefore> <insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']"> <quest id="quest_Master_of_Collector3"> <property name="group_name_key" value="quest_Master_of_Collector"/> <property name="name_key" value="quest_Master_of_Collector3"/> <property name="subtitle_key" value="quest_Master_of_Collector3_subtitle"/> <property name="description_key" value="quest_Master_of_Collector3_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="quest"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_Master_of_Collector_offer"/> <property name="shareable" value="false"/> <action type="ShowTip" value="tutorialTipQuest02"/> <!-- Phase 1 --> <objective type="FetchKeep" id="resourceCandleStick" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRadiator" value="1" phase="1"/> <objective type="FetchKeep" id="foodEgg" value="1" phase="1"/> <objective type="FetchKeep" id="foodShamSandwich" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropBlueberries" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropCorn" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropGraceCorn" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropPotato" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropMushrooms" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropYuccaFruit" value="1" phase="1"/> <objective type="FetchKeep" id="foodCropPumpkin" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropHopsFlower" value="1" phase="1"/> <reward type="Exp" value="0"/> </quest> </insertBefore> <insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']"> <quest id="quest_Master_of_Collector4"> <property name="group_name_key" value="quest_Master_of_Collector"/> <property name="name_key" value="quest_Master_of_Collector4"/> <property name="subtitle_key" value="quest_Master_of_Collector4_subtitle"/> <property name="description_key" value="quest_Master_of_Collector4_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="quest"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_Master_of_Collector_offer"/> <property name="shareable" value="false"/> <action type="ShowTip" value="tutorialTipQuest02"/> <!-- Phase 1 --> <objective type="FetchKeep" id="resourceCropAloeLeaf" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropChrysanthemumPlant" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropCottonPlant" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropGoldenrodPlant" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCropCoffeeBeans" value="1" phase="1"/> <objective type="FetchKeep" id="resourceScrapLead" value="1" phase="1"/> <objective type="FetchKeep" id="resourceForgedIron" value="1" phase="1"/> <objective type="FetchKeep" id="resourceForgedSteel" value="1" phase="1"/> <objective type="FetchKeep" id="resourceSnowBall" value="1" phase="1"/> <objective type="FetchKeep" id="resourceDoorKnob" value="1" phase="1"/> <objective type="FetchKeep" id="resourceAcid" value="1" phase="1"/> <objective type="FetchKeep" id="resourceSewingKit" value="1" phase="1"/> <reward type="Exp" value="0"/> </quest> </insertBefore> <insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']"> <quest id="quest_Master_of_Collector5"> <property name="group_name_key" value="quest_Master_of_Collector"/> <property name="name_key" value="quest_Master_of_Collector5"/> <property name="subtitle_key" value="quest_Master_of_Collector5_subtitle"/> <property name="description_key" value="quest_Master_of_Collector5_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="quest"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_Master_of_Collector_offer"/> <property name="shareable" value="false"/> <action type="ShowTip" value="tutorialTipQuest02"/> <!-- Phase 1 --> <objective type="FetchKeep" id="resourceTestosteroneExtract" value="1" phase="1"/> <objective type="FetchKeep" id="resourceMilitaryFiber" value="1" phase="1"/> <objective type="FetchKeep" id="resourceElectricParts" value="1" phase="1"/> <objective type="FetchKeep" id="resourceMechanicalParts" value="1" phase="1"/> <objective type="FetchKeep" id="resourceArrowHeadIron" value="1" phase="1"/> <objective type="FetchKeep" id="resourceArrowHeadSteelAP" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCoal" value="1" phase="1"/> <objective type="FetchKeep" id="resourcePotassiumNitratePowder" value="1" phase="1"/> <objective type="FetchKeep" id="resourceGunPowder" value="1" phase="1"/> <objective type="FetchKeep" id="resourceOil" value="1" phase="1"/> <objective type="FetchKeep" id="resourcePaint" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRepairKit" value="1" phase="1"/> <reward type="Exp" value="0"/> </quest> </insertBefore> <insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']"> <quest id="quest_Master_of_Collector6"> <property name="group_name_key" value="quest_Master_of_Collector"/> <property name="name_key" value="quest_Master_of_Collector6"/> <property name="subtitle_key" value="quest_Master_of_Collector6_subtitle"/> <property name="description_key" value="quest_Master_of_Collector6_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="quest"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_Master_of_Collector_offer"/> <property name="shareable" value="false"/> <action type="ShowTip" value="tutorialTipQuest02"/> <!-- Phase 1 --> <objective type="FetchKeep" id="resourceBuckshot" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBulletCasing" value="1" phase="1"/> <objective type="FetchKeep" id="resourceBulletTip" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRocketTip" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRocketCasing" value="1" phase="1"/> <objective type="FetchKeep" id="resourceHubcap" value="1" phase="1"/> <objective type="FetchKeep" id="resourceAirFilter" value="1" phase="1"/> <objective type="FetchKeep" id="resourceCandyTin" value="1" phase="1"/> <objective type="FetchKeep" id="resourceHeadlight" value="1" phase="1"/> <objective type="FetchKeep" id="resourceLockPick" value="1" phase="1"/> <objective type="FetchKeep" id="resourceSpring" value="1" phase="1"/> <objective type="FetchKeep" id="resourceRepairKit" value="1" phase="1"/> <reward type="Exp" value="0"/> </quest> </insertBefore> </configs>
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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
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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.
QuoteIf 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.
so i need to "append xpath" ?
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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 ?
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Awesome Guys, thanks for the Work, but one Question goes over my head, a flag for each Country x)
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[Solved] Looking for an expert on adding quests.
in Discussion and Requests
Posted · Edited by M1cromanagement (see edit history)
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