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How to reduce debuff chances


Riamus

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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)
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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

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