Moses_5 Posted December 1, 2019 Share Posted December 1, 2019 So I'm editing my buff config file for charismatic nature since it's not fixed yet. Adding the other attributes to be buffed from the skill since health and stamina aren't based on agility and fortitude anymore. This way everyone in the party will get a damage buff at least no matter what their skill focus. Might change this later to be a health and stamina bonus as initially intended but, going to do the easy thing while i figure the rest out. I did have a question as I'm looking at the skill buff though. On the first part of the buff effects it has "operation="GTE" value="1"" and then "operation="LTE" value="3"/>" What does the operation= GTE and LTE do? <buff name="buffPerkCharismaticNature" name_key="perkCharismaticNatureName" description_key="buffPerkCharismaticNatureDesc" icon="ui_game_symbol_talk" icon_color="0,255,0" icon_blink="false" hidden="false"> <!-- <buff name="buffPerkCharismaticNature" tooltip_key="buffPerkCharismaticNatureTooltip" icon="ui_game_symbol_talk"> --> <stack_type value="replace"/> <duration value="5"/> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNature" operation="GTE" value="1"/> <requirement name="CVarCompare" cvar="CharismaticNature" operation="LTE" value="3"/> <passive_effect name="AttributeLevel" tags="attFortitude" operation="base_add" value="1"/> <passive_effect name="AttributeLevel" tags="attAgility" operation="base_add" value="1"/> </effect_group> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNature" operation="GTE" value="2"/> <passive_effect name="EntityDamage" operation="perc_add" value=".2"/> <passive_effect name="BlockDamage" operation="perc_add" value=".2" tags="melee"/> </effect_group> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNature" operation="GTE" value="4"/> <passive_effect name="AttributeLevel" tags="attFortitude" operation="base_add" value="2"/> <passive_effect name="AttributeLevel" tags="attAgility" operation="base_add" value="2"/> </effect_group> <effect_group> <triggered_effect trigger="onSelfBuffStack" action="AddBuff" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="CharismaticNature" operation="set" value="0"/> </effect_group> </buff> Link to comment Share on other sites More sharing options...
Moses_5 Posted December 1, 2019 Author Share Posted December 1, 2019 Looking at the config now I kind of wonder if that level 3 bonus to stop bleeding is even real Link to comment Share on other sites More sharing options...
Devrix Posted December 1, 2019 Share Posted December 1, 2019 I did have a question as I'm looking at the skill buff though. On the first part of the buff effects it has "operation="GTE" value="1"" and then "operation="LTE" value="3"/>" What does the operation= GTE and LTE do? <effect_group> <requirement name="CVarCompare" cvar="CharismaticNature" operation="GTE" value="1"/> <requirement name="CVarCompare" cvar="CharismaticNature" operation="LTE" value="3"/> <passive_effect name="AttributeLevel" tags="attFortitude" operation="base_add" value="1"/> <passive_effect name="AttributeLevel" tags="attAgility" operation="base_add" value="1"/> </effect_group> Two requirements reading the min and max perk level of CharismaticNature: "If Greater Than or Equal to 1 AND Less Than or Equal To 3" (must at least be 1 but no greater than 3) The passive_effects will not take effect unless both conditions are met. Looking at the config now I kind of wonder if that level 3 bonus to stop bleeding is even real See the Bleeding Buff (buffInjuryBleeding) for CharismaticNature conditions. Link to comment Share on other sites More sharing options...
Moses_5 Posted December 5, 2019 Author Share Posted December 5, 2019 Thanks! Link to comment Share on other sites More sharing options...
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