Subject4056 Posted December 24, 2022 Share Posted December 24, 2022 I'd like to create some triggered_effects to modify a cvar when harvesting an animal or crop. I've got them set up currently like: <append xpath="/items/item/property[@name='Tags' and contains(@value,'perkTheHuntsman')]/.."> <effect_group > <triggered_effect trigger="onSelfHarvestOther" action="ModifyCVar" cvar="AS_huntsman_XP" operation="add" value="1"/> <triggered_effect trigger="onSelfHarvestOther" action="ShowToolbeltMessage" message="Scored hit for huntsman"/> </effect_group> </append> Which triggers and updates as intended, but triggers off any harvested entity, not just animals. I tried adding <requirement name="TriggerHasTags" tags="butcherHarvest"> to the effect group but that disabled all of the triggers. How can I limit the triggers to just animals (for onSelfHarvestOther) and crops (for onSelfHarvestBlock)? Thanks Link to comment Share on other sites More sharing options...
Telric Posted December 24, 2022 Share Posted December 24, 2022 I'm not sure if it works when they are dead, but generally you'd use an entitytagcompare check for harvesting an entity. as for the blocks, that trigger wont work. you don't harvest a block. you damage or break it. This is from something that i was testing but have since scrapped. It worked when i destroyed the block. <triggered_effect trigger="onSelfDestroyedBlock" action="AddBuff" buff="buffHookshotTeleportTest" target="self"> <requirement name="TriggerHasTags" tags="hookshottarget"/> </triggered_effect> And then in blocks, i have: <property name="Tags" value="hookshottarget"/> on w/e block i want to trigger the teleport. Link to comment Share on other sites More sharing options...
Subject4056 Posted December 24, 2022 Author Share Posted December 24, 2022 Thanks, your suggestion worked for wild crops at least. Will evaluate the other cases tomorrow. Link to comment Share on other sites More sharing options...
Subject4056 Posted December 26, 2022 Author Share Posted December 26, 2022 To wrap up, all the cases appear to work. Also, as a fun note if you apply a passive_effect with mame=PerkLevel and don't include tags, it effects all perks! Link to comment Share on other sites More sharing options...
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