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First Modlet Question - Sprain Leg Guarantee


TangoTracer

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Hey guys, just starting to learn modlet creation. I am modifying the running shoes into 'sprinting shoes' that are lighter weight, and cause ANY fall damage to incur a sprain. This is my code, doesn't seem to be functional in-game as I still take fall damage without getting a sprain occasionally. Any advice/tips?

 

<item name="apparelRunningShoesSprinting">
            <property name="Extends" value="armorLeatherBoots"/>
            <property name="DescriptionKey" value="apparelRunningShoesSprintingDesc"/>
            <property name="CustomIcon" value="apparelRunningShoesRegular"/>
            <property name="CustomIconTint" value="86,255,109"/>
            <property name="Tags" value="lowerbody,feet,clothing,canHaveCosmetic,noMods"/>
            <property name="DisplayType" value="clothingRunningShoes"/>
            <property name="Stacknumber" value="1"/>
            <property name="Weight" value="25"/>
            <property name="Encumbrance" value=".02"/>
            <property name="ShowQuality" value="false"/>
            <property name="Group" value="Clothing"/>
            <property class="UMA">
                <property name="Mesh" value="running_shoes"/>
                <property name="Overlay0" value="running_shoes"/>
                <property name="Overlay0Tint" value="86,255,109"/>
            </property>
            <property name="EconomicValue" value="200"/>
            <effect_group tiered="false">
                <passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/>
                <passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
                <passive_effect name="StaminaChangeOT" operation="perc_add" value=".2" tags="running"/><display_value name="dStaminaRegen" value=".2"/>
                <passive_effect name="ModSlots" operation="base_set" value="0"/>
                <passive_effect name="RunSpeed" operation="perc_add" value=".20"/><display_value name="dRunSpeed" value=".20"/>
            </effect_group>
            <effect_group> <!-- Apply sprain whenever taking fall damage -->
                <triggered_effect trigger="buffPlayerFallingDamage" action="AddBuff" buff="triggerSprainedLeg">
                    <requirement name="CVarCompare" cvar=".impactSpeed" operation="GTE" value="1"/>
                </triggered_effect>
            </effect_group>
        </item>

 

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buffPlayerFallingDamage is not a trigger.

You're looking for onSelfFallImpact

Here's a vanilla example:
 

			<triggered_effect trigger="onSelfFallImpact" action="AddBuff" buff="buffPlayerFallingDamage">
				<requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".08"/> <!-- a bit over 1.5m while walking -->
			</triggered_effect>

 

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