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What controls XP gained from upgrading blocks?


-Holo-

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So. I have been working a bit on making the firespiketrap from Valmods old mods,

<append xpath="/blocks">
		<block name="steelLogSpike7"> <!-- log spike 7 Burning -->
			<property name="Class" value="TrunkTip"/>
			<property name="BlockTag" value="Spike"/>
			<property name="CreativeMode" value="Dev"/>
			<property name="Damage" value="7"/>
			<property name="Damage_received" value="40"/>
			<property name="DisplayType" value="blockHardened"/>
			<property name="Material" value="Msteel"/>
			<property name="Shape" value="New"/>
			<property name="LightOpacity" value="6"/>
			<property name="Path" value="solid"/>
			<property name="Model" value="cone1m"/>
			<property name="Texture" value="355"/>
			
			<property name="ImposterExchange" value="imposterPyramid" param1="112"/>
			<property name="ImposterDontBlock" value="true"/>
			<property name="UseGlobalUV" value="Local"/>
						
			<property name="BuffsWhenWalkedOn" value="buffBurningElement"/>
			
			<property class="RepairItems"> <property name="ammoGasCan" value="10"/> </property>
			<property name="CustomUpgradeSound" value="place_block_metal"/>
			<property name="DowngradeBlock" value="steelLogSpike6"/>
			<drop event="Destroy" name="resourceScrapIron" count="10,20"/>
			<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
			<property name="EconomicValue" value="160"/>
			<property name="Group" value="Tools/Traps"/>
			<property name="DescriptionKey" value="woodLogSpike1Desc"/>
			<property name="FilterTags" value="fdecor,ftraps"/>
			<property name="SortOrder1" value="70g0"/>
		</block>

Does the trick, but it gives 3600 xp when upgrading from the steelspike!

I'm not sure if I'm blind or dumb (or both) but can't find a value to alter that amount?

 

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  • 2 weeks later...

@FranticDan

I think you can adjust this from entityclasses.xml also, but I have never tried.
        <passive_effect name="PlayerExpGain" operation="perc_add" value="2" tags="Upgrading"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.25" tags="Quest"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.5" tags="Selling"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.05" tags="Harvesting"/>

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16 minutes ago, xxx73 said:

@FranticDan

I think you can adjust this from entityclasses.xml also, but I have never tried.
        <passive_effect name="PlayerExpGain" operation="perc_add" value="2" tags="Upgrading"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.25" tags="Quest"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.5" tags="Selling"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.05" tags="Harvesting"/>

I actually figured it out a few days after I commented. You are correct, the default is 5, I changed it to 4 which is perfect for my liking.

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