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Degradable blood draw kit - Doesn't degrade


SickWolf

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I've copied all ressources related to the Blood Draw Kit from A18 to make a mod for 18.1 with enhanced features and limitations. I just kind of love the possibility of making blood bag as I love crafting stuff.

 

I would like to be able to use the same kit only twice, so I looked at the Stone Axe. There is DegradationMax and DegradationPerUse. But the DegradationPerUse doesn't seem to be triggered and I'm not sure how to apply it. I tried in the two effect_group section. I think I would need a triggered_effect for this? I'm not sure about the value of the key action I would need to use.

 

<item name="medicalBloodDrawKit_SW">
           <property name="Tags" value="medical"/>
           <property name="HoldType" value="3"/>
           <property name="CustomIcon" value="medicalBloodDrawKit"/>
           <property name="Meshfile" value="#Other/Items?Food/emptyJarPrefab.prefab"/>
           <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
           <property name="Material" value="Mplastics"/>

           <property name="Weight" value="6"/>
           <property name="EconomicValue" value="5"/>

           <property name="Stacknumber" value="1"/> <!-- STK loot -->
           <property name="UnlockedBy" value="perkYeahScience,medicalBloodDrawKitSchematic_SW"/>
           <property name="Group" value="Science,Medical"/>

           <property name="FuelValue" value="3"/>
           <property name="ShowQuality" value="true"/>
           <property name="RepairTools" value="drinkJarGrainAlcohol"/>
           <property name="SoundJammed" value="ItemNeedsRepair"/>

           <property name="RepairExpMultiplier" value="5.5"/>

           <property class="Action0">
               <property name="Class" value="Eat"/>
               <property name="Delay" value="1.0"/>
               <property name="Use_time" value="..."/>
               <property name="Sound_start" value="player_bandage"/>
               <property name="Consume" value="false"/>
               <property name="Create_item" value="medicalBloodBag"/>
           </property>

           <effect_group tiered="false">
               <passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkPhysician"/>

               <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$BloodDrawKitCounter" operation="add" value="22.85"><!-- 8 minutes -->
                   <requirement name="ProgressionLevel" progression_name="perkPhysician" operation="LT" value="3"/>
               </triggered_effect>
               <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$BloodDrawKitCounter" operation="add" value="18.28"><!-- 80% -->
                   <requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/>
               </triggered_effect>
               <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$BloodDrawKitCounter" operation="add" value="13.71"><!-- 60% -->
                   <requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/>
               </triggered_effect>
               <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$BloodDrawKitCounter" operation="add" value="9.14"><!-- 40% -->
                   <requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/>
               </triggered_effect>

               <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffBloodDrawKitMain"/>

               <!-- Remove 25% of current Health (Need to remove a fixed integer if Health is low as the penality wouldn't be fair) -->
               <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyStats" stat="Health" operation="multiply" value="0.75"/>
               <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyStats" stat="Stamina" operation="set" value="0"/>
               <passive_effect name="ModSlots" operation="base_set" value="0"/>
           </effect_group>

           <effect_group name="medicalBloodDrawKit_SW">
               <passive_effect name="DegradationMax" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6" tags="perkPhysician"/>
           </effect_group>
       </item>

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