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Expanded Traps


Valmar

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<recipe name="clayLump" count="1" scrapable="False" [color="#FF0000"]craft_area="forge"[/color] material_based="true" craft_time = "1" craft_exp_gain="0">
<ingredient name="unit_clay" count="5"/>
</recipe>

 

Color code need to change/added to the recipe to the name of the workstation, also depends on what kind of workstation - does it use units ? then use above if it uses items then use code bellow..

 

<recipe name="antibiotics" count="1" scrapable="False" [color="#FF0000"]craft_area="campfire" craft_tool="beaker"[/color]>
<ingredient name="moldyBread" count="1"/>
<ingredient name="potassiumNitratePowder" count="1"/>
</recipe>

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  • 3 weeks later...

The trapFire and trapAdhesive, and trapAdhesiveSpike blocks are missing repair items. I added them for LathMod; code below for your convenience. :)

 

<block id="2004" name="trapFire">
   <property name="DescriptionKey" value="trapFireDesc"/>
   <property name="CustomIcon" value="trapFire"/>
   <property name="Class" value="Damage" />
   <property name="Damage" value="1" />
   <property name="Damage_received" value="13" />
   <property name="BuffsWhenWalkedOn" value="burning" />
   <property name="Material" value="Msteel" />
   <property name="Texture" value="355,352,352,352,352,352" />
   <property name="DowngradeBlock" value="trapFireEmpty" />
   <drop event="Destroy" count="0" prob="1" />
   <drop event="Fall" name="scrapMetalPile" count="1" prob="1.0"  stick_chance="1" />
[color=#ffff00]   <property class="RepairItems">
       <property name="forgedIron" value="5" />
   </property>[/color]
   <property name="Group" value="Tools/Traps" />
</block>

<block id="2006" name="trapAdhesive">
   <property name="DescriptionKey" value="trapAdhesiveDesc"/>
   <property name="CustomIcon" value="drywallWhitePlate" />
   <property name="Material" value="MbarbedFence" />
   <property name="Shape" value="Plate" />
   <property name="Texture" value="217" />
   <drop event="Destroy" count="0" />
[color=#ffff00]   <property class="RepairItems">
       <property name="wood" value="5" />
   </property>[/color]
   <property name="Group" value="Tools/Traps" />
   <drop event="Fall" count="0"/>
</block>

<block id="2007" name="trapAdhesiveSpike">
   <property name="DescriptionKey" value="trapAdhesiveSpikeDesc"/>
   <property name="CustomIcon" value="trapAdhesiveSpike"/>
   <property name="Extends" value="woodLogSpike1" />
   <property name="Material" value="MbarbedFence" />
   <property name="Texture" value="245" />
   <property name="MaxDamage" value="200" />
[color=#ffff00]   <property class="RepairItems">
       <property name="wood" value="5" />
   </property>[/color]
   <property name="Group" value="Tools/Traps" />
</block>

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What do you mean? For the experimental A15 build?

 

If it doesn't work I'll look in on it but honestly the code shouldn't need to be changed. It should still work as-is in the A15 build. Does it not?

 

Might have been me doing something wrong when trying to add the text into my xml files. Will retry a bit later today and let you know.

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Can you show me what you did and where? From what you are saying log spike can be upgraded all the way to steel?

 

You'd just have to add an upgrade path to the final vanilla spike stage.

 

Using A15 Experimental code as an example:

 

<block id="1433" name="rScrapIronLogSpike5"> <!-- log spike 5 -->

<property name="Class" value="TrunkTip" />

<property name="Damage" value="7" />

<property name="Damage_received" value="20" />

<property name="Material" value="Mmetal_medium" />

<property name="Shape" value="New" />

<property name="Model" value="cone1m" />

<property name="Texture" value="352" />

<property name="BuffsWhenWalkedOn" value="trapDamage1Trigger"/>

<property class="RepairItems"> <property name="scrapIron" value="40" /> </property>

<property name="DowngradeBlock" value="scrapIronLogSpike4" />

<drop event="Destroy" name="scrapIron" count="15" />

<drop event="Fall" name="scrapMetalPile" count="1" prob=".75" stick_chance="1" />

<property class="UpgradeBlock">

<property name="ToBlock" value="trapSteelSpike" />

<property name="Item" value="forgedSteel" />

<property name="ItemCount" value="10" />

<property name="UpgradeHitCount" value="4" />

</property>

</block>

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You'd just have to add an upgrade path to the final vanilla spike stage.

 

Using A15 Experimental code as an example:

 

<block id="1433" name="rScrapIronLogSpike5"> <!-- log spike 5 -->

<property name="Class" value="TrunkTip" />

<property name="Damage" value="7" />

<property name="Damage_received" value="20" />

<property name="Material" value="Mmetal_medium" />

<property name="Shape" value="New" />

<property name="Model" value="cone1m" />

<property name="Texture" value="352" />

<property name="BuffsWhenWalkedOn" value="trapDamage1Trigger"/>

<property class="RepairItems"> <property name="scrapIron" value="40" /> </property>

<property name="DowngradeBlock" value="scrapIronLogSpike4" />

<drop event="Destroy" name="scrapIron" count="15" />

<drop event="Fall" name="scrapMetalPile" count="1" prob=".75" stick_chance="1" />

<property class="UpgradeBlock">

<property name="ToBlock" value="trapSteelSpike" />

<property name="Item" value="forgedSteel" />

<property name="ItemCount" value="10" />

<property name="UpgradeHitCount" value="4" />

</property>

</block>

 

Thanks Val, woulda answered him but I was too busy playing lol.

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  • 6 months later...

The fire trap here is absolutely wonderful. One quick question - is there any way to add a particle on the block, such as a very small flame, to show that it is "active", and then "Donwgrade" to the same SteelBock but without the particle to show it is empty? I know you have the DowngradeBlock to show when it is "empty", but I was wondering if its possible to have a block have a particle effect?

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  • 5 months later...
  • 4 months later...

This trap is great, but 16.4 doesn't seem to be working properly... I keep getting this error message:

 

"No loot entry defined for loot list id 1"

and

"Object reference not set to an instance of an object"...

 

(though it only seems to happen when zombies die??? - i've disabled the Firetrap mod and the error doesnt happen... cant work it out!!!)

 

Any suggestions? This seems like coding 101 but i'm pretty much a totally beginner at it! Thank you!

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