Jump to content

How to reduce debuff chances


Riamus

Recommended Posts

Can anyone point me to where in A21 that I can edit the chance for a zombie attack to add a debuff?  Right now, almost every hit results in a bleed debuff so unless you're constantly crafting a ton of bandages you're just going to keep dying repeatedly because of bleeding.  I can't even play the game right now because it's so frustrating.  I think they increased all debuff chances by a LOT but the bleed is the worst.  Any help would be greatly appreciated.  I have a feeling they won't reduce it themselves. Thanks.

Edited by Riamus (see edit history)
Link to comment
Share on other sites

Stop being a punching bag!!!!  😏

 

In buff.xml

    <!-- *** buffCumChanceCH -->
    <!-- TRIGGERED_BY: Entity Class = playerMale -->
    <!-- Cumulative handler for each hit taken by an entity that lowers BuffResistance -->
    <buff name="buffCumChanceCH" name_key="Cumulative Crit %" icon="ui_game_symbol_percent" icon_color="255,255,0" icon_blink="false" hidden="true">
        <damage_type value="disease"/>
        <duration value="15"/>
        <display_value_key value=" CC {0:0.0}%"/>
        <display_value value=".cumResistChanceCHDisplay"/>

        <effect_group>
            <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="0"/>
            <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="0"/>

            <!-- bonus hit on the first one -->
            <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value=".12">
                <requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="Equals" value="0"/>
            </triggered_effect>
            <!-- every successive hit will beat down the value this much -->
            <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value=".19"/>
            
            <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="1.1">
                <requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="GT" value="1.1"/>
            </triggered_effect>

            <!-- chance decays back to normal every second by this value -->
            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value="-.003"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="0">
                <requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="LT" value="0"/>
            </triggered_effect>

            <passive_effect name="BuffResistance" operation="base_subtract" value="@$cumResistChanceCH" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
        <!-- remember to update  buffDrugHealthBar  with the 50% resist -->
        </effect_group>

        <effect_group name="display">
            <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="0"/>
            <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="0"/>

            <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="@$cumResistChanceCH"/>
            <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="multiply" value="100"/>

            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="@$cumResistChanceCH"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="multiply" value="100"/>

            <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="add" value="-50">
                <requirement name="HasBuff" buff="buffDrugHealthBar"/>
            </triggered_effect>

            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="add" value="-50">
                <requirement name="HasBuff" buff="buffDrugHealthBar"/>
            </triggered_effect>
        </effect_group>
    </buff>

 

After that, you see the various injury buffs

Link to comment
Share on other sites

Thank you.  I'll keep this handy.  Starting a new game seems to have changed the frequency of debuffs back to normal so it was either just really horrible RNG or else that save was bugged in some way.

Link to comment
Share on other sites

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...