Proteus12 Posted September 22, 2020 Share Posted September 22, 2020 <!-- Example--> <passive_effect name="HealthChangeOT" operation="perc_add" value="1000"/> <passive_effect name="FoodChangeOT" operation="perc_add" value="1000"/> <passive_effect name="WaterChangeOT" operation="perc_add" value="1000"/> <passive_effect name="StaminaChangeOT" operation="perc_add" value="1000"/> Health, Food, Water, Stamina To 1000 Like? Modlet Please help Link to comment Share on other sites More sharing options...
Gouki Posted September 22, 2020 Share Posted September 22, 2020 2 hours ago, Proteus12 said: <!-- Example--> <passive_effect name="HealthChangeOT" operation="perc_add" value="1000"/> <passive_effect name="FoodChangeOT" operation="perc_add" value="1000"/> <passive_effect name="WaterChangeOT" operation="perc_add" value="1000"/> <passive_effect name="StaminaChangeOT" operation="perc_add" value="1000"/> Health, Food, Water, Stamina To 1000 Like? Modlet Please help Hi Proteus12 These statistics will not increase to 1000, they will only be added passively, which will never lower your statistics because they will be adding in passive mode to: life, stamina, food = 100% and water = 100%. The mod can be done, but I do not see why to use it in the game, it would be better to use God mode by typing "dm" on the console. Regards Link to comment Share on other sites More sharing options...
Proteus12 Posted October 2, 2020 Author Share Posted October 2, 2020 Only an example and works <item name="ShadesMilitary"> <property name="Tags" value="head,clothing,canHaveCosmetic,noMods"/> <property name="CustomIcon" value="ShadesMilitary"/> <property name="DisplayType" value="clothingShades"/> <property name="Stacknumber" value="1"/> <property name="Material" value="Mmetal"/> <property name="DegradationBreaksAfter" value="false"/> <property name="Encumbrance" value="0"/> <property name="Weight" value="5"/> <property name="EconomicValue" value="5000"/> <property name="HoldType" value="45"/> <property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="EquipSlot" value="Eyes"/> <property name="Group" value="Clothing"/> <property class="UMA"> <property name="Mesh" value="gear_shades"/> <property name="Overlay0" value="gear_shades"/> <property name="Layer" value="1"/> <property name="UISlot" value="Eyewear"/> </property> <effect_group tiered="false"> <passive_effect name="ModSlots" operation="base_set" value="0"/> <passive_effect name="LightMultiplier" operation="perc_add" value="-100"/> <passive_effect name="EnemySearchDuration" operation="perc_add" value="-1"/> <passive_effect name="AttributeLevel" tags="attPerception" operation="base_add" value="10"/> <passive_effect name="HealthMax" operation="base_set" value="1000"/> <!-- ok --> <passive_effect name="StaminaMax" operation="base_set" value="1000"/> <!-- ok --> <passive_effect name="WaterMax" operation="base_set" value="1000"/><!-- ok --> <passive_effect name="FoodMax" operation="base_set" value="1000"/><!-- ok --> <passive_effect name="JumpStrength" operation="base_set" value="0.5"/> </effect_group> </item> Link to comment Share on other sites More sharing options...
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