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calaverinha

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  1. I want to do something like in UL, adding the option to pick up some blocks (like storage boxes) using the radial menu (holding E). Can I do this with xml or I need something else?
  2. If I want to add like a limit to 1 quest available every 48h, how do I do it?
  3. I've tested your solution and it also doesn't work. The problem is that EntityDamage <= 0 doesn't seem to work, zombies always do some damage.
  4. I've tried using <passive_effect name="EntityDamage" operation="perc_set" value="@roll"/>, applied to the zombie, with @roll being 0 or 1. But this does nothing. I only see damage change with .xml files, but I don't want that. I want something like a blind debuff, with x% change for zombie missing the attack. My original logic was this: <effect_group> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="roll" operation="set" value="1"/> <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="roll" operation="set" value="0"/> </effect_group> <effect_group> <passive_effect name="EntityDamage" operation="perc_set" value="@roll"/> </effect_group>
  5. <buff name="get_max_life" hidden="true"> <duration value="1"/> <stack_type value="replace"/> <effect_group> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="TotalStat" operation="set" value="100"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="TotalStat" operation="add" value="@$LastPlayerLevel"> <requirement name="PlayerLevel" operation="LTE" value="100"/></triggered_effect> </effect_group> <effect_group> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="TotalStat" operation="set" value="200"> <requirement name="PlayerLevel" operation="GT" value="100"/></triggered_effect> </effect_group> </buff> This worked. Now I can work on some life % over time buffs.
  6. In this case here, for a buff: <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="blockperc" operation="set" value="@ ? "/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="blockperc" operation="divide" value="10"/> <passive_effect name="HealthMaxBlockage" operation="base_add" value="@blockperc"/> What should I use? I want my buff to reserve 10% of my max health.
  7. In case someone else wants something like this: <effect_group> <triggered_effect trigger="onOtherAttackedSelf" target="other" action="ModifyStats" stat="Health" operation="subtract" value="X"/></effect_group> X being the ammount of damage returned you want. This worked for me.
  8. I want a thorns/return damage type of mod, to use in armor slots. It should be like, every time a zombie hits me, they take X damage (the more mods you have slotted in your armor, more is the damage returned). I've tried to mess around with mods but I can only buff/nerf them, and not do my own creations :(
  9. Hi, I'm not sure I got that, I'm still figuring things out here, I have no experience modding. The only place I found name_key for perks is on progression.xml. I also need perkAutoWeaponsComplete to craft bulk ammo, and that is not a book and does not have a name_key to it. The book items only have property name="DescriptionKey", which is the same value as long_desc_key in the progression.xml. A mod I use has some custom perks that didn't have a name_key, so I manually edited it, added to localization.txt and it worked fine, and while I could do the same to the vanilla file, I prefer to do via mod so I don't need to update the file when there is a game patch or something. Also, this same mod uses Pistol Pete perks to craft bulk ammo, the same books that craft 9mm ammo, and in this case the description is fine because those perks already have the name_key to it (perkPistolPeteComplete have name_key="perkPistolPeteCompleteName"). So, here is what we have in progression.xml: <perk name="perkAutoWeaponsComplete" parent="skillAutoWeapons" max_level="1" base_skill_point_cost="0" desc_key="perkAutoWeaponsCompleteDesc" long_desc_key="perkAutoWeaponsCompleteLongDesc"> What I want is to add name_key="perkAutoWeaponsCompleteName" to it, if possible.
  10. I have a mod that requires some perks to craft, from some perk books that don't have name_key to them. The description of the unlock restriction becomes perkautoweaponsdamage. From my little research, I tried <setattribute xpath="/progression/perks/perk[@name='perkAutoWeaponsDamage']" name="name_key">perkAutoWeaponsDamageName</setattribute> and then added perkAutoWeaponsDamageName (The Automatic Weapon Handbook Vol. 1) to a Localization.txt but that didn't work. What should I do to make it work?
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