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Bladestorm Games

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Everything posted by Bladestorm Games

  1. Mod updated to Version 1.1: Download link: https://drive.google.com/file/d/1daRVvO9bRjTA7gWukN8OX3be-Q6MwkqJ/view?usp=share_link Update Notes: • Added new ring: Ring of Venom Hitting an enemy applies [2 to 4] stacks of Poison. This poison lasts 12 seconds and each stack deals low damage over time. • Added new ring: Ring of Demolition (3 Variants) V1) 500% Block Damage with Robotic Sledge V2) 500% Block Damage with Brawling V3) 50% Block Damage (Generic) • Added new ring: Ring of Reborn You're recovered to Full Health upon reaching [15/20/25] Health. 10 Minute Cooldown. • Added new ring: Ring of Amplification Consumable's Buff Duration increase by [20/30/40]% • Added a new Variant for Ring of Wish Consumable's Buff Duration increase by 20% • Fixed a mistake with Brilliance Ring, where the mod tag was set to "Laborlove" • Fixed the modifier "Chance to one-shot Tree", it now works. • Fixed a mistake with Wish Ring's "Entity Damage" variant where the Damage Value didnt match the Text Value.
  2. Feel free to include it in your project, and/or make any changes you want.
  3. I have a note in the main post about being unsure if my mod will work with other mods. I dont have Undead Legacy, so I cant see what happens in their loot table / loot.xml, and so im guessing the following: 1) Their mod changes something about looting causing my rings to not be spawning/looting properly. 2) Their mod overrides my mod (My mod loads loot.xml first, then their mod is loaded and their loot.xml changes something). If you REALLY want to make it work, you could try and move my code into their XML files, but you'd wanna be familiar with XML files, because you'll likely have to paste my code to the right locations (likely at the end of their XML files)
  4. Hey, thanks for finding this issue, I've tested, solved, and fixed. (Mod will be updated with the fix in mod version 1.1, still working on a few things before updating the mod with fixes) Replace name="BlockDamage" with name="DamageModifier" Replace tags="tree" with tags="wood" So it looks like this: <passive_effect name="DamageModifier" operation="base_add" value="2500" tags="wood"/>
  5. Ahhh, I see. I thought it worked similar to p_electric_shock, where once attached, it would keep firing the particle. Like you said, looking into buffs.xml, I need to add this line of code to my buff: <triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_onFire" shape_mesh="true"/> As for the p_electric_shock test, looking into the code, I had a typo, so when the buff ended, it wasnt removing the p_electric_shock particle. I've updated the custom buff and noticed 2 issues now. First Ill post the code: ITEMS.XML (method for deploying the buff) BUFFS.XML The two issues now are: 1) Burning Particle / FX seems to "Flicker" (Turn off and back on) some times. Im going to guess this might be because the core game's buffs.xml is "fighting" my buff.xml. Looking into the games core buffs.xml file, under the buff "buffStatusCheck01" and "zombieBuffStatusCheck01" we can find this: I'm a bit short on time to do it here, now, but I'll have to add my buff as a requirement check for both "buffStatusCheck01" and "zombieBuffStatusCheck01" to prevent a potential issue there. Something like this: 2) The next issue is sometimes the fire particle persists after the custom buff is over. This makes things odd, because (I think) "buffStatusCheck01" auto removes the fire particle every buff update. Here is a video that shows the two issues (Sorry for the zombie sounds): https://youtu.be/0dnUSCtdWOg At 0:06 to 0:09 you can see the "flicker" or turn-off / turn-on of the fire particle. At 0:14+ you can see how even though the buff drops off, the fire particle exists.
  6. Ahhh, I see. I thought it worked similar to p_electric_shock, where once attached, it would keep firing the particle. Like you said, looking into buffs.xml, I need to add this line of code to my buff: <triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_onFire" shape_mesh="true"/> As for the p_electric_shock test, looking into the code, I had a typo, so when the buff ended, it wasnt removing the p_electric_shock particle. I've updated the custom buff and noticed 2 issues now. First Ill post the code: ITEMS.XML (method for deploying the buff) BUFFS.XML The two issues now are: 1) Burning Particle / FX seems to "Flicker" (Turn off and back on) some times. Im going to guess this might be because the core game's buffs.xml is "fighting" my buff.xml. Looking into the games core buffs.xml file, under the buff "buffStatusCheck01" and "zombieBuffStatusCheck01" we can find this: I'm a bit short on time to do it here, now, but I'll have to add my buff as a requirement check for both "buffStatusCheck01" and "zombieBuffStatusCheck01" to prevent a potential issue there. Something like this: 2) The next issue is sometimes the fire particle persists after the custom buff is over. This makes things odd, because (I think) "buffStatusCheck01" auto removes the fire particle every buff update. Here is a video that shows the two issues (Sorry for the zombie sounds): https://youtu.be/0dnUSCtdWOg At 0:06 to 0:09 you can see the "flicker" or turn-off / turn-on of the fire particle. At 0:14+ you can see how even though the buff drops off, the fire particle exists.
  7. Server and Client(s) / User(s) should have it installed. I did some "Multiplayer" testing and if only the Server/Host has it installed, there seemed to be issues. Updated my main post "Intro about the Mod" section, to reflect this info.
  8. These are very likely to work on 20.4. (I am on 20.6)
  9. STATUS Hey everyone, I am currently very busy IRL and with other projects. I've made an A21 update. Has fixes. Version • Current Version: A21 Mod Version 1.0 (Updated on July / 4th / 2023) https://drive.google.com/file/d/1MJiet3r0VKIzQl30aCu3GA1Gk7c6JUCR/view?usp=sharing Intro about the Mod • This mod adds Rings, which can be socketed into Hand Armor's item modifier slots. • Rings have interesting effects / stats. Most Rings have a Description page if the Stats page isnt clear enough. • You cant equip the same type of Ring (Ring of Agony + another Ring of Agony) • Mainly focusing was for buffing Melee and Archery but ended up having a bit of everything, except Guns and Explosives. (Some Ring's stats will work with Guns and Explosives, like rings that just have "% Entity Damage") • Most Rings have "Roll Ranges" where you might find 2 of the same rings, but different values for their Stats. Some Rings have "Roll Pools" where 2 of the same Rings have entire different Stats. • As of right now, these Rings should be looted from: - Chance to loot from Chests, Safes, ZBags. - Chance to loot from Hidden Stash, Burried Supplies. - Chance to loot from Forge, Workbench. - The "Ring of Beginnings" is a Ring you can craft by default. • Intended to work with Core game, unsure about other major mods' compatibility. • There may be bugs • For Multiplayer, I suggest both Server/Host, and Client(s) / User(s) have the mod installed to avoid potential issues. Download: A21: https://drive.google.com/file/d/1MJiet3r0VKIzQl30aCu3GA1Gk7c6JUCR/view?usp=sharing A20: https://drive.google.com/file/d/1daRVvO9bRjTA7gWukN8OX3be-Q6MwkqJ/view?usp=sharing Update Log: Preview Images: (If you see a duplicate ring, double check it, some rings have variants, where the same ring can roll different stats) (Kept in spoiler because picture size) List of all Rings and their Stats / Descriptions: https://docs.google.com/document/d/1qZlPrJJxtww1mcdTfkVpV6j4mx3SCaeF1bZkL9kpBDg Issue/Bug List: Conclusion: Special thanks to those who have answered my questions about modding! Ring Icons from Path of Exile, some icons adjusted. If you like this mod, check out my Relics mod: https://community.7daystodie.com/topic/31681-relics/
  10. Bug report link (hopefully I post in the right place and the link wont brick)
  11. I was working on my mod, where I am attaching the p_onFire particle to an enemy via a buff. Seems like after about 1 second (when buff update is triggered?) it will auto remove that particle. When switching "p_onFire" with "p_electric_shock", the shocking particle lasts the whole duration of the buff, but is not being removed the the buff is removed. Video example: https://youtu.be/raj7Qa0wGDY Code example: Buffs.xml <configs> <append xpath="/buffs"> <buff name="buffScorchTest" name_key="buffScorchName" description_key="buffScorchDesc" showonhud="true" icon="ui_game_symbol_near_death_trauma" icon_color="255,0,0"> <stack_type value="replace"/> <duration value="0"/> <display_value value="varScorchDuration"/> <display_value_format value="time"/> <effect_group> <!-- Duration Handling --> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="varScorchDuration" operation="set" value="3"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="varScorchDuration" operation="add" value="-1"/> <!-- Particle & FX --> <!-- SWAP TEST: "p_onFire" with "p_electric_shock" also "p_impact_metal_on_organic" --> <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" parent_transform="Spine1" local_offset="0,-.2,0"/> <triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" parent_transform="Spine1" local_offset="0,-.2,0"/> <triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <triggered_effect trigger="onSelfBuffFinish" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <triggered_effect trigger="onSelfLeaveGame" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <!-- Effect of being Scorched --> <!-- <passive_effect name="HealthChangeOT" operation="base_subtract" value="5"> --> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Health" operation="add" value="-5"/> <!-- Cleanup Handling :: Scorch --> <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffScorch"> <requirement name="CVarCompare" cvar="varScorchDuration" operation="LTE" value="0"/> </triggered_effect> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="varScorchDuration" operation="set" value="0"/> </effect_group> </buff> </append> </configs> And for a way to trigger the custom buff: items.xml <configs> <append xpath="/items/item[@name='meleeWpnBladeT0BoneKnife']"> <effect_group> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffScorchTest"/> <triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffScorch"/> </effect_group> </append> </configs>
  12. I should have some time tomorrow to report the bug, just wanna test a little bit more before submitting.
  13. Ok so Here is my update: So just for fun, with the code above, I replaced every source of "p_onFire" with "p_electric_shock". When tested, the Shock Effect lasts the full duration (It is added and removed properly) Here is the code for my Alternate Method, and the notes about it, below the code: <configs> <!-- Add custom Vars --> <append xpath="/buffs/buff[@name='buffPerkAbilityUpdate']"> <effect_group> <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="varScorchDurationDE" operation="set" value="5"/> <!-- Not the actual timer, just the start-value the timer can reference on buffStart --> <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="varScorchDamage" operation="set" value="-2"/> <!-- Scorch deals damage every second, so Damage = (buffScorchDamage * buffScorchDurationDE) NOTE: buffBurningElement has its own Damage over Time of 1 so total damage is this: Total Damage = (buffScorchDurationDE * (buffScorchDamage + 1)) --> </effect_group> </append> <append xpath="/buffs"> <buff name="buffScorch" name_key="buffScorchName" description_key="buffScorchDesc" showonhud="true" icon="ui_game_symbol_near_death_trauma" icon_color="255,0,0"> <stack_type value="replace"/> <duration value="0"/> <display_value value=".varScorchDuration"/> <display_value_format value="time"/> <effect_group> <!-- Duration Handling --> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".varScorchDuration" operation="set" value="@varScorchDurationDE"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".varScorchDuration" operation="add" value="-1"/> <!-- Particle & FX --> <triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurningElement"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffBurningElementDuration" operation="set" value="@varScorchDurationDE"/> <!-- Doesnt actually set, see notes --> <!-- Effect of being Scorched --> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Health" operation="add" value="@varScorchDamage"/> <!-- Cleanup Handling :: Scorch --> <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffScorch"> <requirement name="CVarCompare" cvar=".varScorchDuration" operation="LTE" value="0"/> </triggered_effect> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar=".varScorchDuration" operation="set" value="0"/> <!-- Cleanup Handling :: buffBurningElement & Visual Effect --> <triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffBurningElement"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="$buffBurningElementDuration" operation="set" value="0"/> </buff> </append> </configs> Here is a video to showcase this method is working: https://youtu.be/xzeipb4-GQU Although a little bit janky, this method works, with 2 issues: 1) The VAR for buffBurningElementDuration isnt able to be changed (possibly due to how the buff "buffBurningElement" sets that VAR) 2) We now have 2 buffs visually displayed with this method, note that buffBurningElement cuts off early (which is intended, for now) In order for this method to work we need 2 buffs: buffIsOnFire buffBurningElement How this method works: When we apply buffScorch, it handles the Damage over Time and Duration. It also applies the 2 buffs: buffScorch will apply buffBurningElement buffBurningElement applies buffIsOnFire buffIsOnFire is what provides us with the Visual Effect of Burning. NOTES on buffIsOnFire: 1) It shows up on the HUD 2) its display value/var is ".buffIsOnFireDisplay" 3) buffIsOnFire has a section for the setting of ".buffIsOnFireDisplay" based on if the entity has sources of burning (Flame arrow / Molotav / etc) 4) buffIsOnFire has a section for removing its self if the entity DOES NOT have a burning buff (buffBurningFlamingArrow, buffBurningMolotov, buffBurningElement, etc) buffBurningElement is what provides us with being able to keep buffIsOnFire up, because as stated above, buffIsOnFire will be removed if no other burning buffs detected. NOTE: buffBurningElementDuration seems to set its duration to 10 When trying to set the VAR "buffBurningElementDuration" like this: <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffBurningElementDuration" operation="set" value="@varScorchDuration"/> The VAR "buffBurningElementDuration" still retains a value of 10 When trying to set the VAR "buffBurningElementDuration" like this (onSelfBuffUpdate rather than onSelfBuffStart): <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffBurningElementDuration" operation="set" value="@varScorchDuration"/> The VAR "buffBurningElementDuration" still retains a value of 10 BUT seems to cause the buff "buffBurningElement" to last ~1 second When trying to set the VAR "buffBurningElementDuration" like this(value instead of access a CVAR's value: <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffBurningElementDuration" operation="set" value="5"/> The VAR "buffBurningElementDuration" still retains a value of 10 So to conclude, this method works, but has a few issues, which shouldnt matter because the player most likely will have this buff on them with how I intend to use this buff. I only showcase the buff on the player for testing. This buff is intended to be applied to enemies / non-players.
  14. Posting whole code at the bottom of this reply. As for the sound it triggers correctly, when the buff is removed (at the end of the duration/timer) Set the duration to 0, nothing changed visually or functionally. Still get the issue of the burning particle/effect lasting ~1 second. Current version of the code being ran: <configs> <append xpath="/buffs"> <buff name="buffScorchElement" name_key="buffScorchName" description_key="buffScorchDesc" showonhud="true" icon="ui_game_symbol_near_death_trauma" icon_color="255,0,0"> <stack_type value="replace"/> <duration value="5"/> <display_value value=".buffScorchDuration"/> <display_value_format value="time"/> <effect_group> <!-- Duration Handling --> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffScorchDuration" operation="set" value="5"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffScorchDuration" operation="add" value="-1"/> <!-- Effect --> <passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffScorchElement"/> <passive_effect name="HealthChangeOT" operation="base_subtract" value="1"/> <!-- Cleanup Handling --> <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffScorchElement"> <requirement name="CVarCompare" cvar=".buffScorchDuration" operation="LTE" value="0"/> </triggered_effect> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar=".buffScorchDuration" operation="set" value="0"/> <!-- Particle & FX --> <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0,0" parent_transform="LOD0" shape_mesh="true"/> <triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0,0" parent_transform="LOD0" shape_mesh="true"/> <triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <triggered_effect trigger="onSelfBuffRemove" action="StopSound" sound="buff_burn_lp"/> <triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="buff_burn_extinguish"/> </effect_group> </buff> </append> </configs> I'm going to test an alternate method and I'll reply back within 2 hours.
  15. Fixed the typo. <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffScorchElement"> <requirement name="CVarCompare" cvar=".buffScorchDuration" operation="LTE" value="0"/> </triggered_effect> I'll make a note that it is interesting that the buff was automatically removing when the Duration hits 0, rather than the buffScorchElement cvar. But yeah, still having the issue where the burning particle/effect still is being removed ~1 second when the buff starts.
  16. Fixed the typo, but that was just a typo for the variable that holds the duration of the buff. Still having the issue where the Burning Particle/Effect lasts ~1 second, while the buff works properly (full duration)
  17. Hello! I am having an issue where my custom buff applies the Burning particle, and is supposed to remove that particle/effect at the end of the buff. Issue is, the burning effect lasts only for a moment, and not the full duration of the buff, and I'm wondering if anyone knows what Im doing wrong. Here is the Code I am using, the Particle Effect portion is below the comment "<!-- Particle & FX -->" <configs> <append xpath="/buffs"> <buff name="buffScorchElement" name_key="buffScorchName" description_key="buffScorchDesc" showonhud="true" icon="ui_game_symbol_near_death_trauma" icon_color="255,0,0"> <stack_type value="replace"/> <duration value="5"/> <display_value value=".buffScrochDuration"/> <display_value_format value="time"/> <effect_group> <!-- Duration Handling --> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffScrochDuration" operation="set" value="5"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffScrochDuration" operation="add" value="-1"/> <!-- Effect --> <passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffScorchElement"/> <passive_effect name="HealthChangeOT" operation="base_subtract" value="1"/> <!-- Cleanup Handling --> <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffScorch"> <requirement name="CVarCompare" cvar=".buffScrochDuration" operation="LTE" value="0"/> </triggered_effect> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar=".buffScrochDuration" operation="set" value="0"/> <!-- Particle & FX --> <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0,0" parent_transform="LOD0" shape_mesh="true"/> <triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0,0" parent_transform="LOD0" shape_mesh="true"/> <triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <triggered_effect trigger="onSelfBuffRemove" action="StopSound" sound="buff_burn_lp"/> <triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="buff_burn_extinguish"/> </effect_group> </buff> </append> </configs> Here is a link to a video to show the buff's duration VS the Burning Effect: (Note, Equipping the Scrap Gloves is my method for applying the buff to myself) https://youtu.be/LwPSy_fJy04 Thanks for the read!
  18. While reading through the main Configs/XML files I sometimes notice that some values dont match their display/text value. Taking Great Heist for example: Why would the passive_effect value be "0.167" rather than "0.2"?
  19. Thanks! I got my sounds to work! For anyone else, are my notes on how it worked for me: 1 ) Installed Unity Hub 2 ) Find Version 2020.3.14f: https://unity3d.com/get-unity/download/archive (Clicked on Unity 2020.x Tab) 3 ) Download & Installed via Unity Hub 4 ) Launched new project as version 2020.3.14f 5 ) Drag & Dropped the following into the Assets area: • MultiPlatformExportAssetBundles.cs (From doughphunghus's Github link above) • My sounds (I had 2 WAV and the rest were MP3) 6 ) Highlight (click-select) all sounds 7 ) Right click'd any of the highlighted sounds, and selected "Build Multi-Platform AssetBundle From Selection" 8 ) Save the [NAME].Unity3D to my mod's Resources folder. 9 ) Add code to mod's sounds.xml (example seen in spoiler below) sounds.xml: Sound usage in other XML: EDIT: quick note, for fun, I tried using a version of unity for 2022 and 2021, and I would get issues in 7D2D when 7D2D tried to load/unpack the .Unity3D file.
  20. Bumping this as I am still looking for assistance, thanks!
  21. I wanna do this, but the issue I ran into using that method, is I cant find a way for display_value to read passive_effect's value. item_modifier.xml <configs> <append xpath="/item_modifiers"> <item_modifier name="modWeaponGemstoneBrutality" installable_tags="melee,archery" modifier_tags="gemstone_brutality" blocked_tags="noMods" type="attachment"> <!-- When the player hovers over the item, it shows the item's stats --> <property name="DisplayType" value="modGemstoneBrutality"/> <!-- Effect and Display--> <effect_group> <passive_effect name="EntityDamage" operation="perc_add" value="10,25"/> <display_value name="dEntityDamage" value="[READ FROM PASSIVE_EFFECT PLZ]"/> </effect_group> </item_modifier> </configs> </append> ui_display.xml <configs> <append xpath="ui_display_info/item_display"> <item_display_info display_type="modGemstoneBrutality" display_group="modAttire"> <display_entry name="dEntityDamage" title_key="statEntityDamageMelee" display_type="Percent" display_leading_plus="true" /> <display_entry name="dEntityDamage" title_key="statEntityDamageRanged" display_type="Percent" display_leading_plus="true" /> </item_display_info> </append> </configs> Here is what it should look like in-game, but instead of 0% it would/should display the passive_effect's value: So you might could use that in some way. Ive done 0 randomrolls using an items ID, so you're on your own for that part, but there's an idea. Ahhh, I see, I'll look into messing around with RandomRoll / seed_type.
  22. Thanks for the info! I think I'm understanding how to set it up! It is to be a one time roll, and not an upgradable Item Modifier. The goal is to have an Item Modifier that when created, rolls a value within a range. That value would be used for the passive_effect, and display_value tags. Lets use the existing Bunker Buster mod as an example, it currently grants a 15% Damage Modifier to Stone. Now lets say I want to make it so that Bunker Buster, when it is created (via from Looting, or Crafted) would roll a value between 15 to 25. So if you find a Bunker Buster item modifier, it would be any value between 15% to 25% Damage Modifier to Stone. So you might have one with 17%, a second one with 24% and a third with 22%, you could be lucky and the first one you find might have a value of 25% (perfect roll). I have yet to test this, and it might fail, due to the item being created, but the CVAR not being created until onSelfEquipStart occurs (Displaying / Using a value that isnt created yet) <configs> <append xpath="/item_modifiers"> <item_modifier name="modWeaponGemstoneBrutality" installable_tags="melee,archery" modifier_tags="gemstone_brutality" blocked_tags="noMods" type="attachment"> <property name="Extends" value="modGeneralMaster"/> <property name="CustomIcon" value="modWeaponGemstoneBrutality"/> <property name="DisplayType" value="modGemstoneBrutality"/> <property name="DescriptionKey" value="modWeaponGemstoneBrutalityBasicDesc"/> <effect_group> <!-- Roll a value between 10 to 25 --> <triggered_effect trigger="onSelfEquipStart" action="ModifyCVar" cvar="rolled_value" operation="set" value="randomint(10,25)"> <requirement name="CVarCompare" cvar="rolled_value" operation="GT" value="0"/> </triggered_effect> <!-- Use the rolled value for Passive Effect and Displaying of Value --> <passive_effect name="EntityDamage" operation="perc_add" value="@rolled_value"/> <display_value name="dEntityDamage" value="@rolled_value"/> </effect_group> </item_modifier> </configs> </append>
  23. Hello! I am looking for some assistance on an item_modifier idea. The idea: an item_modifier when created, has a CVAR that rolls a value between 10 to 25, that CVAR value then can be used for a passive_effect value entry, and a display_type value entry: <!-- Create a CVAR and roll a value within a range. --> <!-- cvar="rolled_value" --> <!-- value="randomint(10,25)" --> <!-- Use the CVAR for the value's entry --> <passive_effect name="EntityDamage" operation="perc_add" value="@rolled_value"/> <display_value name="dEntityDamage" value="@rolled_value"/> Note, I cant do something like this: <passive_effect name="EntityDamage" operation="perc_add" value="randomint(10,25)"/> <display_value name="dEntityDamage" value="randomint(10,25)"/> Because, for example, if the passive_effect rolled a 15, and the display_value rolled a 21, when you equip the item_mod to an item, you'd actually get 15% Entity Damage, but the text on the item would display 21. This may sound silly, but am I to use the triggered_effect tag for generating and rolling a value? So something like this: <triggered_effect trigger="???" action="ModifyCVar" cvar="rolled_value" operation="set" value="randomint(10,25)"/> <passive_effect name="EntityDamage" operation="perc_add" value="@rolled_value"/> <display_value name="dEntityDamage" value="@rolled_value"/> If so, what would I want to use as the trigger entry value? Thanks for the read!
  24. Ah, thats too bad, I saw it (statEntityDamage) listed in localization so figured maybe it should display. But yeah Grandpa's Moonshine, and Recog use statEntityDamageMelee, and statEntityDamageRanged as the title_key and both use <display_entry> rather than <passive_effect>. I now have the item_modifier showing the damage bonus on 2 lines: Here is the method I am using: item_modifiers.xml ui_display.xml I have a question though, if I want a cvar to roll between 10 to 25, then apply that cvar as the value, how would I generate that cvar? I have an idea how to generate cvars using <trigger_effect> but is that what I want to use here too? or is there a different method I'd use here? Here is an example of what I want to do: <!-- cvar name = roll_range --> <!-- rolls a value between 10 to 25 --> <!-- use the cvar as the value entry --> <passive_effect name="EntityDamage" operation="perc_add" value="@roll_range"/> <display_value name="dEntityDamage" value="@roll_range"/> This way I can have item_modifiers roll a value within a range, and the EntityDamage and Displaying of EntityDamage are the same value.
  25. Its been a while since my first go at making Custom Sounds for my mod, and Im starting from scratch. Just wanted to confirm a few things. 1) What version of Unity do I want to use for Asset Bundling the sounds? I tried checking https://7daystodie.fandom.com/wiki/Unity but it doesnt suggest Unity version there. My old post has a user saying 7D2D (A19.6) uses Unity version: 2019.2.17f1. Is that still the case? 2) I remember in addition to getting the proper version of Unity, I had to have some Asset Bundling script. Where would I find the proper script? I also tried checking the same page (https://7daystodie.fandom.com/wiki/Unity) has a 404 Link when clicking on the Asset Bundler Script link. Thanks!
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