Aesirkin Posted May 24, 2022 Share Posted May 24, 2022 (edited) I'm writing a farming mod in which players can take action to upgrade plant blocks. For those unfamiliar with farming, I imagine this should be very similar to using a hammer to upgrade a frame shape, and the same solution should apply. I have a watering can item that players can use to water their plants. This consumes a murky water: <item name="AesF_wateringCan"> <property name="CustomIcon" value="bucketRiverWater" /> <property name="CustomIconTint" value="99CCFF" /> <property name="DescriptionKey" value="AesF_wateringCanDesc" /> <property name="Tags" value="tool,wateringCan" /> <property name="Group" value="Tools/Traps" /> <property name="HoldType" value="34" /> <property name="Meshfile" value="#Other/Items?Crafting/Metal/IronBucketWaterPrefab.prefab" /> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab" /> <property name="Material" value="Mmetal" /> <property name="RepairTools" value="resourceScrapIron" /> <property name="DegradationBreaksAfter" value="false" /> <property name="SoundJammed" value="ItemNeedsRepair" /> <property name="ShowQuality" value="false" /> <property name="RepairExpMultiplier" value="5.5" /> <property name="SellableToTrader" value="false" /> <property class="Action0"> <property name="Class" value="Repair" /> <property name="Delay" value="1.0" /> <property name="Repair_amount" value="100" /> <property name="Upgrade_hit_offset" value="-1" /> <property name="Upgrade_action_sound" value="bucketbail_water" /> <property name="Allowed_upgrade_items" value="AesF_wateringCan,drinkJarRiverWater" /> <property name="UsePowerAttackAnimation" value="false" /> </property> <property class="Action1"> <property name="Class" value="Repair" /> <property name="Delay" value="1.0" /> <property name="Repair_amount" value="100" /> <property name="Upgrade_hit_offset" value="0" /> <property name="Upgrade_action_sound" value="bucketbail_water" /> <property name="Allowed_upgrade_items" value="AesF_wateringCan,drinkJarRiverWater" /> <property name="UsePowerAttackAnimation" value="false" /> </property> </item> (Still a WIP) I would like this to create an empty water jar in the player's inventory. First I tried adding a create item line within the actions, which I copied from the existing items.xml file: <property class="Action0"> <property name="Class" value="Repair" /> <property name="Delay" value="1.0" /> <property name="Repair_amount" value="100" /> <property name="Upgrade_hit_offset" value="-1" /> <property name="Upgrade_action_sound" value="bucketbail_water" /> <property name="Allowed_upgrade_items" value="AesF_wateringCan,drinkJarRiverWater" /> <property name="UsePowerAttackAnimation" value="false" /> <property name="Create_item" value="drinkJarEmpty"/> <property name="Create_item_count" value="1"/> </property> However, nothing happens when I use this item to upgrade. I copied it from I believe the boiled water item, which does give back an empty jar when used. So then I went to the plant block itself, and tried adding it to the upgrade property: <property class="UpgradeBlock"> <property name="ToBlock" value="AesF_FarmingYuccaGrowing" /> <property name="Item" value="drinkJarRiverWater" /> <property name="ItemCount" value="1" /> <property name="UpgradeHitCount" value="1" /> <property name="Create_item" value="drinkJarEmpty"/> </property> Again, nothing happens. No errors in either case; I just didn't get an empty jar. I suspect because that create_item command is meant to occur during a "use" or "eat" event, and not an "upgrade" event. I also took a shot in the dark hoping there was such a thing as an "upgrade" event: <drop event="Upgrade" name="drinkJarEmpty" count="1" /> But 7DTD yelled at me that this was an invalid event type (I got an error in the console). How do I get this jar into the player's inventory when they consume the murky water to upgrade a block? Edited May 24, 2022 by Aesirkin Cleaned up code (see edit history) Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now