dwarfmaster1974 Posted February 23, 2022 Share Posted February 23, 2022 Hi all, I created a tiny XML - Mod to enable a ranking with names (Captain, Sergeant, ...) and wanted to add some abilities to these rank like unlocking recipes. So I build a buffs like this: <buff name="buffLevel04" name_key="buffLevel04Name" remove_on_death="false" icon="server_favorite" icon_color="255,170,69"> <display_value_key value="Unteroffizier"/> <display_value value="Unteroffizier"/> <effect_group> <passive_effect name="RecipeTagUnlocked" tags="modAugerSilencer,cowHelmet"/> </effect_group> </buff> and one of the regarding recipe looks like that: <recipe name="cowHelmet" count="1" craft_time="120" craft_area="homeHarbourMachine" tags="learnable"> <ingredient name="resourceRawDiamond" count="1"/> <ingredient name="resourceLeather" count="500"/> </recipe> The Item(Modifier) looks like this: <item_modifier name="cowHelmet" installable_tags="head" modifier_tags="dye" blocked_tags="noMods,clothing" type="attachment"> <property name="CustomIcon" value="decoCowSkull"/> <property name="Stacknumber" value="1"/> <property name="DescriptionKey" value="cowHelmetDesc"/> <property name="Group" value="Mods"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="EconomicValue" value="440"/> <property name="UnlockedBy" value="buffLevel04,buffLevel05,buffLevel06,buffLevel07,buffLevel08,buffLevel09,buffLevel10"/> <effect_group tiered="false"> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab" parent_transform="Head" local_offset="-0.44,0,0.04" local_rotation="0,0,90"> <requirement name="!IsFPV"/> </triggered_effect> <triggered_effect trigger="onSelfEquipStart" action="RemovePrefabFromEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab"> <requirement name="IsFPV"/> </triggered_effect> <triggered_effect trigger="onSelfEquipStop" action="RemovePrefabFromEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab"/> </effect_group> <effect_group tiered="false"> <passive_effect name="AttributeLevel" tags="attStrength" operation="base_add" value="1"/> <passive_effect name="PhysicalDamageResist" operation="base_add" value="1"/> <passive_effect name="HypothermalResist" operation="base_add" value="10.5,13.2"/> <passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/> <passive_effect name="ElementalDamageResist" operation="base_add" value="1" tags="heat,electrical"/> <passive_effect name="AttributeLevel" tags="attFortitude" operation="base_add" value="1"/> <passive_effect name="AttributeLevel" tags="attAgility" operation="base_add" value="1"/> </effect_group> </item_modifier> But when I execute, i.e. 'buff buffLevel04' the recipes are still locked 😢 What is missing? Any Ideas? PS: The item recipes should be unlocked even in higher levels/ranks, so that's why the UnlockedBy attribute is so long 😉 Link to comment Share on other sites More sharing options...
Telric Posted February 23, 2022 Share Posted February 23, 2022 Need to set the variable. <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" tags="questItemLantaraBrownBearRibs"/> Link to comment Share on other sites More sharing options...
dwarfmaster1974 Posted February 23, 2022 Author Share Posted February 23, 2022 @Telric you saved my day 🤩 Thx's a lot ... this is now working very fine and the users are loving it 😁 1 Link to comment Share on other sites More sharing options...
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