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Help With Food/Water In Buffs


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I finally cracked open the buffs file and oh my god has it changed. It took me a few months to learn the A16 buffs file but this just seems a tad bit overwhelming.

 

Anyone have any advice on what and where i can look to make food and water mean a little more for survival? Ideally I would like to have it back to 17.0 update 2 type levels where you at least needed to worry about water. What we have now is way too passive to be effective for my mod.

 

Not looking for a modlet per say, but more on some pointers on where to start with this huge undertaking.

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In the effect group of buffs.xml you will find stuff like this ...hope it helps JaxTeller718

 

 

 


     <buff name="buffStatusCheck" hidden="true" remove_on_death="false">

-------------Lots of code here ------ 

----------------------------then this pops up

      <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="self" buff="buffStatusHungry1">
			<requirement name="StatComparePercModMaxToMax" stat="Stamina" operation="LTE" value="0.5"/>
			<requirement name="NotHasBuff" buff="buffStatusHungry2"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="self" buff="buffStatusHungry2">
			<requirement name="StatComparePercModMaxToMax" stat="Stamina" operation="LTE" value="0.3"/>
		</triggered_effect>

		<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="self" buff="buffStatusThirsty1">
			<requirement name="StatComparePercCurrentToMax" stat="Water" operation="LTE" value="0.75"/>
			<requirement name="NotHasBuff" buff="buffStatusThirsty2"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="self" buff="buffStatusThirsty2">
			<requirement name="StatComparePercCurrentToMax" stat="Water" operation="LTE" value="0.3"/>
		</triggered_effect>

 

 

The buff also references this

<buff name="buffA17b7patch" hidden="true" remove_on_death="false">
	<stack_type value="ignore"/>
	<duration value=".8"/>
	<effect_group>
		<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$A17b7patch" operation="set" value="1"/>
		<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffHealHealth"/>
		<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffHealHealthMax"/>
		<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffHealStaminaMax"/>
		<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffHealWaterMax"/>
		<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffWaterStaminaRegen"/>
		<triggered_effect trigger="onSelfBuffStart" action="RemoveAllNegativeBuffs" target="self"/>

		<triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="$foodAmountAdd" operation="set" value="55"/>
		<triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="$waterAmountAdd" operation="set" value="55"/>
		<triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="$foodAmount" operation="set" value="45"/>
		<triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="$waterAmount" operation="set" value="45"/>
		<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" target="self" buff="buffProcessConsumables"/>
	</effect_group>
</buff>

 

 

 

 

 

Perhaps compare the values in between patches ?

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Also found that setting for a17.2 that allows player to over eat and over drink this can be changed also in buffs to help the cause of making food and water count more.

 

<effect_group name="how much you can overeat">
		<requirement name="CVarCompare" cvar="$foodAmount" operation="GTE" value="50"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$foodAmount" operation="set" value="50"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$foodAmountAdd" operation="set" value="0"/>
	</effect_group>

<effect_group name="how much you can overdrink">
		<requirement name="CVarCompare" cvar="$waterAmount" operation="GTE" value="50"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$waterAmount" operation="set" value="50"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$waterAmountAdd2" operation="set" value="0"/>
	</effect_group>

 

 

Stamina is of course the other area to look as stamina costs food and drink .

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Wonder if you could attach a water and food debuff to all item actions so a person needs to plan ahead and have water on hand when they want to start digging out the foundation for their base. Make your food and water levels go down a little more dynamically rather than just a simple tick of the clock.

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