DiscipleOfBryan Posted November 14, 2019 Share Posted November 14, 2019 I'm planning to add a recipe (schematic) to the game and for the purpose of balance, I'm hoping to make it so that a player must meet all of the following requirements before they can craft the item in question: Level 5 in <Existing Perk A>Level 5 in <Existing Perk B>Obtain and read <Schematic created by Mod> Is the above possible? If so, any assistance you can provide in pointing me where I need to look/make changes is appreciated, but I'm also quite happy to figure it out myself just armed with the knowledge that it's possible. As a further question related to the mod I'm planning, what is the maximum amount of different ingredients a recipe/schematic can require in order to craft the item it provides? Link to comment Share on other sites More sharing options...
Gazz Posted November 14, 2019 Share Posted November 14, 2019 Yes, that's doable. Look at painkillers. Link to comment Share on other sites More sharing options...
DiscipleOfBryan Posted November 14, 2019 Author Share Posted November 14, 2019 Yes, that's doable. Look at painkillers. Sorry but are you sure you understood what I'm after? From what I can see, painkillers can't even be crafted? (Forgive me if I'm missing it, still fresh at finding where everything is in the config files) Link to comment Share on other sites More sharing options...
Gazz Posted November 14, 2019 Share Posted November 14, 2019 You can control when a crafting unlock is usable. This is one way to do it. Link to comment Share on other sites More sharing options...
DiscipleOfBryan Posted November 14, 2019 Author Share Posted November 14, 2019 You can control when a crafting unlock is usable. This is one way to do it. Gotcha, found what I needed (pretty sure anyway). Link to comment Share on other sites More sharing options...
DiscipleOfBryan Posted November 14, 2019 Author Share Posted November 14, 2019 You can control when a crafting unlock is usable. This is one way to do it. Okay, this was the approach I tried: (Intended effect was that you would not be able to read the schematic without having Level 5 of Perks A & B) <item name={REDACTED}> <property name="Extends" value="schematicNoQualityRecipeMaster"/> <property name="CreativeMode" value="Player"/> <property name="CustomIcon" value={REDACTED}/> <property name="Unlocks" value={REDACTED}/> <effect_group tiered="false"> <requirement name="ProgressionLevel" progression_name={REDACTED} operation="Equals" value="5"/> <requirement name="ProgressionLevel" progression_name={REDACTED} operation="Equals" value="5"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar={REDACTED} operation="set" value="1"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/> </effect_group> </item> My current character is not level 5 in both perks, but could use the schematic and can now craft the item. Now comes the part where I need a tad more direct assistance. Link to comment Share on other sites More sharing options...
Weyrling Posted November 14, 2019 Share Posted November 14, 2019 Did a quick search for ProgressionLevel, and found this under the ammo44MagnumBulletBall <passive_effect name="EntityPenetrationCount" operation="base_set" value="1"> <requirement name="ProgressionLevel" progression_name="perkEnforcerComplete" operation="Equals" value="1"/> </passive_effect> Which looks like the requirement is put inside the effect, rather than the effect being after the requirement. Edit: for a triggered_effect example, ammoArrowStone: <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryCrippled01"> <requirement name="!EntityTagCompare" tags="player"/> <requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/> <requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/> </triggered_effect> Link to comment Share on other sites More sharing options...
DiscipleOfBryan Posted November 14, 2019 Author Share Posted November 14, 2019 Ah yep. I just have to quickly spin up a fresh game to test – I'll get back to ya. Link to comment Share on other sites More sharing options...
KhaineGB Posted November 17, 2019 Share Posted November 17, 2019 You'd want something like this. <level_requirements level="1"> <requirement name="ProgressionLevel" progression_name="perk1" operation="Equals" value="5" desc_key="yourdesckey"/> <requirement name="ProgressionLevel" progression_name="perk2" operation="Equals" value="5" desc_key="yourdesckey"/> <requirement name="CVarCompare" cvar="nameofrecipethatschematicunlocks" operation="Equals" value="1" desc_key="yourdesckey"/> </level_requirements> Link to comment Share on other sites More sharing options...
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