Clockwork Orange Posted November 30, 2018 Author Share Posted November 30, 2018 Update (11/30/18) Version 3.50 +Localization -Fixed Typo perkRunAndGunRank3Desc,progression,Perk,New,Hip fire accuracy is improved by 15%.\nMovement penalty when reloading is reduced 60%.,,,,, Link to comment Share on other sites More sharing options...
unlike them Posted November 30, 2018 Share Posted November 30, 2018 and Hip fire accuracy should be 25% Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 1, 2018 Author Share Posted December 1, 2018 Version 3.51 +Localization -Fixed Typo perkRunAndGunRank3Desc,progression,Perk,New,Hip fire accuracy is improved by 25%.\nMovement penalty when reloading is reduced 60%.,,,,, Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 2, 2018 Author Share Posted December 2, 2018 Update (12/1/18) Version 3.52 +Recipes -Added missing tags="learnable" to the following recipes so they will now properly unlock <recipe name="ammoRocketHE" count="1" craft_area="workbench" [color="#FF8C00"]tags="learnable"[/color]> <ingredient name="resourceRocketTip" count="1"/> <ingredient name="resourceGunPowder" count="16"/> <ingredient name="resourceDuctTape" count="3"/> <ingredient name="ammoGasCan" count="100"/> <ingredient name="resourceRocketCasing" count="1"/> </recipe> <recipe name="ammoRocketFrag" count="1" craft_area="workbench" [color="#FF8C00"]tags="learnable"[/color]> <ingredient name="resourceBuckshot" count="25"/> <ingredient name="resourceGunPowder" count="16"/> <ingredient name="resourceDuctTape" count="3"/> <ingredient name="ammoGasCan" count="100"/> <ingredient name="resourceRocketCasing" count="1"/> </recipe> <recipe name="resourceRocketCasing" count="1" craft_area="forge" craft_tool="toolAndDieSet" material_based="true" [color="#FF8C00"]tags="learnable"[/color]> <ingredient name="unit_iron" count="50"/> <ingredient name="unit_clay" count="30"/> </recipe> <recipe name="resourceRocketTip" count="1" craft_area="forge" craft_tool="toolAndDieSet" material_based="true" [color="#FF8C00"]tags="learnable"[/color]> <ingredient name="unit_lead" count="50"/> <ingredient name="unit_clay" count="30"/> </recipe> Link to comment Share on other sites More sharing options...
kui Posted December 2, 2018 Share Posted December 2, 2018 "buffStayDownKO" seems not never to occur with the perk "Stay Down!", because the requirement of "_stunned" is opposite. And it seems that the requirements of perk level 1 and 2 are invalid. diff --git a/Data/Config/progression.xml b/Data/Config/progression.xml index c894c6f..2f28659 100644 --- a/Data/Config/progression.xml +++ b/Data/Config/progression.xml @@ -785,29 +785,29 @@ <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="60"/> </triggered_effect>--> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO"> - <requirement name="ProgressionLevel" progression_name="perkStayDown" operation="Equals" value="3"/> + <requirement name="ProgressionLevel" progression_name="perkStayDown" operation="Equals" value="1"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="60"/> - <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/> + <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="0" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO"> - <requirement name="ProgressionLevel" progression_name="perkStayDown" operation="Equals" value="3"/> + <requirement name="ProgressionLevel" progression_name="perkStayDown" operation="Equals" value="2"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="70"/> - <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/> + <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="0" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO"> <requirement name="ProgressionLevel" progression_name="perkStayDown" operation="Equals" value="3"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="80"/> - <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/> + <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="0" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO"> <requirement name="ProgressionLevel" progression_name="perkStayDown" operation="Equals" value="4"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="90"/> - <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/> + <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="0" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO"> <requirement name="ProgressionLevel" progression_name="perkStayDown" operation="Equals" value="5"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="100"/> - <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/> + <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="0" target="other"/> </triggered_effect> </effect_group> </perk> Link to comment Share on other sites More sharing options...
SixxGunZ Posted December 4, 2018 Share Posted December 4, 2018 These two recipe's should have toolBeaker instead of chemistryStation as Craft_Tool, makes it hard to craft otherwise <recipe name="drugRecog" count="1" craft_area="campfire" craft_tool="chemistryStation" tags="learnable"> <ingredient name="resourceAcid" count="5"/> <ingredient name="drinkJarGrainAlcohol" count="1"/> <ingredient name="resourceScrapPolymers" count="5"/> <ingredient name="drugVitamins" count="1"/> </recipe> <recipe name="drugFortBites" count="1" craft_area="campfire" craft_tool="chemistryStation" tags="learnable"> <ingredient name="medicalBloodBag" count="5"/> <ingredient name="drinkJarGrainAlcohol" count="1"/> <ingredient name="foodRottingFlesh" count="20"/> <ingredient name="drugVitamins" count="1"/> </recipe> Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted December 4, 2018 Share Posted December 4, 2018 items.xml All of passive_effect's operation for "Power Attack" is wrongly assigned as "perc_add" instead of "base_add". This causes perk effects perform wrongly. Example Using meleeToolPickaxeIron power attack on stone. attStrength = 1, perkMiner69r = 1. part of code for meleeToolPickaxeIron: <item name="meleeToolPickaxeIron"> <property name="Tags" value="melee,medium,tool,perkMotherLode"/> ***snip*** <effect_group name="Base Effects"> ***snip*** <passive_effect name="BlockDamage" operation="base_set" value="[color="DarkOrange"]18[/color]"/> <passive_effect name="AttacksPerMinute" operation="base_set" value="60"/> <!-- A16 1 --> <passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/> <passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/> ***snip*** </effect_group> <effect_group name="Power Attack"> ***snip*** <passive_effect name="BlockDamage" operation="perc_add" value="[color="DarkOrange"]2[/color]" tags="secondary"/> <passive_effect name="AttacksPerMinute" operation="perc_subtract" value="0" tags="secondary"/> ***snip*** </effect_group> ***snip*** </item> and for miner69r: <perk name="perkMiner69r" parent="skillConstruction" name_key="perkMiner69rName" desc_key="perkMiner69rDesc" icon="ui_game_symbol_mining"> ***snip*** <effect_group> <passive_effect name="BlockDamage" operation="perc_add" value="[color="DarkOrange"].3[/color],1.5" level="1,5" tags="secondary"/> ***snip*** </effect_group> </perk> Description of miner69erRank1 is: Increase power attack damage to blocks by 30% Expected: Power attack on stone: 18 x 3 x 1.3 = 70.2 This is 130% value of the one without miner69er: 18 x 3 = 54 Actual: Power attack on stone: 18 x (1 + 2 + 0.3) = 59.4 This is 110% value of the one without miner69er: 18 x 3 = 54 How to fix Use "base_add" to calculate power attack damage of items, instead of "perc_add". <item name="meleeToolPickaxeIron"> <property name="Tags" value="melee,medium,tool,perkMotherLode"/> ***snip*** <effect_group name="Base Effects"> ***snip*** <passive_effect name="EntityDamage" operation="base_set" value="15"/> <!-- meleeToolPickaxeIron --> <passive_effect name="BlockDamage" operation="base_set" value="18"/> <passive_effect name="AttacksPerMinute" operation="base_set" value="60"/> <!-- A16 1 --> <passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/> <passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/> ***snip*** </effect_group> <effect_group name="Power Attack"> <passive_effect name="EntityDamage" operation="base_add" value="[color="DarkOrange"]19.5[/color]" tags="secondary"/> <passive_effect name="BlockDamage" operation="base_add" value="[color="DarkOrange"]36[/color]" tags="secondary"/> <passive_effect name="AttacksPerMinute" operation="base_subtract" value="0" tags="secondary"/> ***snip*** </effect_group> ***snip*** </item> This fixes effect problem partially. (In case multiple perks in effect at the same time, problems still exist. Also, DamageModifier.) Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 4, 2018 Author Share Posted December 4, 2018 Update (12/4/18) version 3.53 +Progression -Fixed perkStayDown typos, I was unable to test and confirm that perk stay down is working as described, when a zombie is on the ground every successful power attack will ragdoll them and keep them on the ground <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO"> <requirement name="ProgressionLevel" progression_name="perkStayDown" operation="Equals" [color="#FF8C00"]value="1"/>[/color] <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="60"/> <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO"> <requirement name="ProgressionLevel" progression_name="perkStayDown" operation="Equals" [color="#FF8C00"]value="2"/>[/color] <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="70"/> <requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/> </triggered_effect> +Recipes -Fixed typos <recipe name="drugRecog" count="1" craft_area="campfire" craft_tool="[color="#FF8C00"]toolBeaker[/color]" tags="learnable"> <ingredient name="resourceAcid" count="5"/> <ingredient name="drinkJarGrainAlcohol" count="1"/> <ingredient name="resourceScrapPolymers" count="5"/> <ingredient name="drugVitamins" count="1"/> </recipe> <recipe name="drugFortBites" count="1" craft_area="campfire" craft_tool="[color="#FF8C00"]toolBeaker[/color]" tags="learnable"> <ingredient name="medicalBloodBag" count="5"/> <ingredient name="drinkJarGrainAlcohol" count="1"/> <ingredient name="foodRottingFlesh" count="20"/> <ingredient name="drugVitamins" count="1"/> </recipe> As for your post Alphado I am still looking into it I have a lot to work on with my mod atm but I will run some tests and get to the bottom of that too. Thanks for posting everyone! Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted December 4, 2018 Share Posted December 4, 2018 We are the very person to say thanks to you. Keep up good work! Link to comment Share on other sites More sharing options...
GG2015 Posted December 4, 2018 Share Posted December 4, 2018 shotgunTurret is added but autoTurret isnt added to Engineering Rank 5 unlocked recipe. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 4, 2018 Author Share Posted December 4, 2018 Update (12/4/18) Version 3.54 Fixed Zombie Utility worker can now properly apply buffs +Items <item name="meleeHandZombieWorker"> <property name="Extends" value="meleeHandMaster"/> <property name="CreativeMode" value="None"/> <property name="HoldType" value="9"/> <property class="Action0"> [color="#FF8C00"]<property name="Buff" value="buffInjuryBleeding,buffIllInfection0,buffInjuryStunned1"/>[/color] <property name="DamageBlock" value="80"/> </property> <effect_group name="Base Effects"> <passive_effect name="ModSlots" operation="base_set" value="0"/> <!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/> A16 .8 --> <passive_effect name="BuffProcChance" operation="base_set" value="0.15" tags="buffInjuryBleeding"/> <passive_effect name="BuffProcChance" operation="base_set" value="0.10" tags="buffIllInfection0"/> <passive_effect name="BuffProcChance" operation="base_set" value="0.15" tags="buffInjuryStunned1"/> </effect_group> </item> - - - Updated - - - shotgunTurret is added but autoTurret isnt added to Engineering Rank 5 unlocked recipe. My files show the auto turret is there and is tagged properly in the recipes file Link to comment Share on other sites More sharing options...
Deceptive Pastry Posted December 4, 2018 Share Posted December 4, 2018 I posted this in bug report forum, needs to be confirmed. But I think Charismatic Nature buff has a mistake. <effect_group> <requirement name="CVarCompare" cvar="CharismaticNature" operation="[color="#FFA500"]Equals[/color]" value="2"/> <passive_effect name="EntityDamage" operation="perc_add" value=".2"/> <passive_effect name="BlockDamage" operation="perc_add" value=".2" tags="melee"/> </effect_group> Perk itself changes cvar="CharismaticNature" to 4 at levels 3+. <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNature" operation="set" value="2" target="selfAOE" target_tags="ally,party" range="15"> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" target="self" operation="Equals" value="2"/> <requirement name="CVarCompare" cvar="CharismaticNature" target="other" operation="LT" value="2"/> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNature" operation="set" value="4" target="selfAOE" target_tags="ally,party" range="15"> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" target="self" operation="GTE" value="3"/> <requirement name="CVarCompare" cvar="CharismaticNature" target="other" operation="LT" value="4"/> </triggered_effect> So I think the buff itself should be GTE. <effect_group> <requirement name="CVarCompare" cvar="CharismaticNature" operation="[color="#FFA500"]GTE[/color]" value="2"/> <passive_effect name="EntityDamage" operation="perc_add" value=".2"/> <passive_effect name="BlockDamage" operation="perc_add" value=".2" tags="melee"/> </effect_group> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 4, 2018 Author Share Posted December 4, 2018 I posted this in bug report forum, needs to be confirmed. But I think Charismatic Nature buff has a mistake. <effect_group> <requirement name="CVarCompare" cvar="CharismaticNature" operation="[color="#FFA500"]Equals[/color]" value="2"/> <passive_effect name="EntityDamage" operation="perc_add" value=".2"/> <passive_effect name="BlockDamage" operation="perc_add" value=".2" tags="melee"/> </effect_group> Perk itself changes cvar="CharismaticNature" to 4 at levels 3+. <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNature" operation="set" value="2" target="selfAOE" target_tags="ally,party" range="15"> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" target="self" operation="Equals" value="2"/> <requirement name="CVarCompare" cvar="CharismaticNature" target="other" operation="LT" value="2"/> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNature" operation="set" value="4" target="selfAOE" target_tags="ally,party" range="15"> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" target="self" operation="GTE" value="3"/> <requirement name="CVarCompare" cvar="CharismaticNature" target="other" operation="LT" value="4"/> </triggered_effect> So I think the buff itself should be GTE. <effect_group> <requirement name="CVarCompare" cvar="CharismaticNature" operation="[color="#FFA500"]GTE[/color]" value="2"/> <passive_effect name="EntityDamage" operation="perc_add" value=".2"/> <passive_effect name="BlockDamage" operation="perc_add" value=".2" tags="melee"/> </effect_group> Absolutely that should be GTE otherwise after level 2 that part of the buff shuts off Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 4, 2018 Author Share Posted December 4, 2018 Update (12/4/18) Version 3.55 +Buffs -Fixed typo changed Equals to GTE <buff name="buffPerkCharismaticNature" tooltip_key="buffPerkCharismaticNatureTooltip"> <!-- <buff name="buffPerkCharismaticNature" name_key="buffPerkCharismaticNatureName" description_key="buffPerkCharismaticNatureDesc" tooltip_key="buffPerkCharismaticNatureTooltip" icon="ui_game_symbol_map_cursor" icon_color="0,255,0" icon_blink="true"> --> <stack_type value="replace"/> <duration value="5"/> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNature" operation="GTE" value="1"/> <requirement name="CVarCompare" cvar="CharismaticNature" operation="LTE" value="2"/> <passive_effect name="AttributeLevel" tags="attFortitude" operation="base_add" value="1" /> <passive_effect name="AttributeLevel" tags="attAgility" operation="base_add" value="1" /> </effect_group> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNature" [color="#FF8C00"]operation="GTE"[/color] value="2"/> <passive_effect name="EntityDamage" operation="perc_add" value=".2"/> <passive_effect name="BlockDamage" operation="perc_add" value=".2" tags="melee"/> </effect_group> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNature" operation="GTE" value="3"/> <passive_effect name="AttributeLevel" tags="attFortitude" operation="base_add" value="2" /> <passive_effect name="AttributeLevel" tags="attAgility" operation="base_add" value="2" /> </effect_group> <effect_group> <triggered_effect trigger="onSelfBuffStack" action="AddBuff" target="self" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffStart" action="AddBuff" target="self" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffRemove" action="AddBuff" target="self" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="CharismaticNature" operation="set" value="0"/> </effect_group> </buff> Link to comment Share on other sites More sharing options...
Ozzland Posted December 5, 2018 Share Posted December 5, 2018 Thanks again for all of the work that goes into this and for all of you who have helped find the issues. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 5, 2018 Author Share Posted December 5, 2018 Thanks again for all of the work that goes into this and for all of you who have helped find the issues. You are more than welcome, and yes thanks again to everyone for helping find them. I cant stand playing knowing there might be a typo somewhere causing who knows what kind of issues. Its amazing what difference one little mistake can make. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 5, 2018 Author Share Posted December 5, 2018 Update (12/5/18) Version 3.56 +Localization Fixed typo 40% to 60% perkFromTheShadowsRank4Desc,progression,Perk,New,Hide in the shadows 60% more effectively.\nNoises from actions while hidden are muffled 60%,,,,, Link to comment Share on other sites More sharing options...
Bipolar Bear Posted December 5, 2018 Share Posted December 5, 2018 While going through entityclasses.xml for a new wandering horde progression I found some issues. zombieSpider is missing meleeHandZombie02. The feral and radiated types do use their variation of that. It's also the hand used by crawlers as it has a chance to sprain a player's leg, which makes sense as spiders also hit low. <entity_class name="zombieSpider" extends="zombieTemplateMale"> ... <!-- Gameplay --> <property name="WanderSpeed" value="0.08"/> <property name="ApproachSpeed" value="0.2"/> <property name="NightWanderSpeed" value="0.08"/> <property name="NightApproachSpeed" value="1.5"/> <property name="PanicSpeed" value="1.2"/> <property name="CanClimbVertical" value="true"/> <property name="JumpMaxDistance" value="8"/> [color="#FFA500"][b]<property name="HandItem" value="meleeHandZombie02"/>[/b][/color] <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="150"/> <passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale --> </effect_group> </entity_class> zombieSteveRadiated is based on zombieSteve instead of zombieSteveFeral. Every other radiated is based on the feral variant as they are essentially the same except for a texture change and a health regen buff. <entity_class name="zombieSteveRadiated" extends="zombieSteve[color="#FFA500"][b]Feral[/b][/color]"> zombieFemaleFatRadiated is missing it's health regeneration buff. Now this is a bit of a guess but compared to zombieBikerRadiated which has the same stats this should be correct: <entity_class name="zombieFemaleFatRadiated" extends="zombieFemaleFatFeral"> ... <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="300"/> <passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale --> <passive_effect name="EntityDamage" operation="perc_add" value="0"/> <!-- Feral damage --> [color="#FFA500"][b]<triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="6"/> <triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen"/>[/b][/color] </effect_group> </entity_class> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 5, 2018 Author Share Posted December 5, 2018 Update (12/5/18) Version 3.57 +Entityclasses -Added missing regen buff to zombieFemaleFatRadiated <entity_class name="zombieFemaleFatRadiated" extends="zombieFemaleFatFeral"> <property name="Tags" value="zombie,walker"/> <property name="ReplaceMaterial0" value="entities/zombies/materials/fatLadyZS_radiated"/> <!--<property name="ParticleOnSpawn" value="ParticleEffects/RadiatedParticlesOnMesh" param1="SetShapeToMesh0"/>--> <!-- Gameplay --> <property name="ExperienceGain" value="1200"/> <!-- XP grunt radiated --> <property name="LootDropProb" value=".03"/> <!-- Radiated --> <property name="LootDropEntityClass" value="EntityLootContainerStrong"/> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="300"/> <passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale --> <passive_effect name="EntityDamage" operation="perc_add" value="0"/> <!-- Feral damage --> [color="#FF8C00"]<triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="4.5"/> <triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen"/>[/color] </effect_group> </entity_class> Link to comment Share on other sites More sharing options...
Shad0wyDr3ams Posted December 5, 2018 Share Posted December 5, 2018 @Clockwork Orange your pms are full i cant send you what i need help with Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 5, 2018 Author Share Posted December 5, 2018 @Clockwork Orange your pms are full i cant send you what i need help with Sorry I cleaned it up, thanks for letting me know. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 5, 2018 Author Share Posted December 5, 2018 Update (12/5/18) Version 3.58 +Blocks -Fixed loot list for old stove will now properly pull from stove loot list instead of fridge loot list <block name="cntStoveOldVer1Closed"> <property name="CreativeMode" value="Player"/> <property name="Class" value="Loot"/> <property name="Material" value="Mmetal_weak"/> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="Path" value="solid"/> <property name="Model" value="Appliances/stove_old" param1="main_mesh"/> <property name="Place" value="TowardsPlacerInverted"/> [color="#FF8C00"]<property name="LootList" value="5"/>[/color] <property class="RepairItems"> <property name="resourceForgedIron" value="4"/> <property name="resourceElectricParts" value="4"/> </property> <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/> <drop event="Harvest" name="resourceElectricParts" count="1,4" tag="salvageHarvest"/> <drop event="Harvest" name="resourceScrapIron" count="5,15" tag="salvageHarvest"/> <drop event="Destroy" name="resourceScrapIron" count="5" prob="1"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="156"/> <property name="FilterTags" value="floot,ffurniture"/> </block> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 5, 2018 Author Share Posted December 5, 2018 Update (12/5/18) Version 3.59 +Blocks -Fixed cntFancyGarbageCan now has a garbage loot list and is class loot <block name="cntFancyGarbageCan"> [color="#FF8C00"]<property name="Class" value="Loot"/>[/color] <property name="Material" value="Mmetal_thin"/> <property name="Shape" value="ModelEntity"/> <property name="Path" value="solid"/> <property name="Model" value="Entities/LootContainers/fancy_garbage_canPrefab" /> <property name="ImposterExchange" value="imposterDontBlockCTRQuarter" param1="12"/> <property name="IsTerrainDecoration" value="true"/> <property name="Collide" value="movement,melee,bullet,arrow,rocket"/> [color="#FF8C00"]<property name="LootList" value="16"/>[/color] <drop event="Destroy" name="resourceScrapIron" count="1,15"/> <property name="FilterTags" value="floot,ffurniture"/> <property name="DescriptionKey" value="furnitureGroupDesc"/> </block> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 6, 2018 Author Share Posted December 6, 2018 Update (12/5/18) Version 3.60 Sorry spaced on that one... +Entityclasses -Added <property name="HandItem" value="meleeHandZombie02"/> to spider zombie Link to comment Share on other sites More sharing options...
Mytheos Posted December 6, 2018 Share Posted December 6, 2018 Update (11/28/18) Version 3.44 +Localization -attStrengthRank1Desc fixed typo Everyone wants to be a bodybuilder but nobody wants to lifethose heavy ass weights. Everyone wants to be a bodybuilder but nobody wants to liftthose heavy ass weights. +Progression -Fixed perkHeavyMetal now properly applies knockdown based on the level of the perkHeavyMetal instead of perkStayDown <perk name="perkHeavyMetal" parent="skillMeleeCombat" name_key="perkHeavyMetalName" desc_key="perkHeavyMetalDesc" icon="ui_game_symbol_sledge"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="1" desc_key="reqStrengthLevel1"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="3" desc_key="reqStrengthLevel3"/></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="5" desc_key="reqStrengthLevel5"/></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="7" desc_key="reqStrengthLevel7"/></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="10" desc_key="reqStrengthLevel10"/></level_requirements> <effect_group> <effect_description level="1" desc_key="perkHeavyMetalRank1Desc"/> <effect_description level="2" desc_key="perkHeavyMetalRank2Desc"/> <effect_description level="3" desc_key="perkHeavyMetalRank3Desc"/> <effect_description level="4" desc_key="perkHeavyMetalRank4Desc"/> <effect_description level="5" desc_key="perkHeavyMetalRank5Desc"/> <requirement name="HoldingItemHasTags" tags="perkHeavyMetal"/> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryKnockdown1"> <requirement name="ProgressionLevel" progression_name="[color="#FF8C00"]perkHeavyMetal[/color]" operation="Equals" value="1"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="20"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryKnockdown1"> <requirement name="ProgressionLevel" progression_name="[color="#FF8C00"]perkHeavyMetal[/color]" operation="Equals" value="2"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="30"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryKnockdown2"> <requirement name="ProgressionLevel" progression_name="[color="#FF8C00"]perkHeavyMetal[/color]" operation="Equals" value="3"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="40"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryKnockdown2"> <requirement name="ProgressionLevel" progression_name="[color="#FF8C00"]perkHeavyMetal[/color]" operation="Equals" value="4"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="60"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryKnockdown2"> <requirement name="ProgressionLevel" progression_name="[color="#FF8C00"]perkHeavyMetal[/color]" operation="Equals" value="5"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="100"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffInjuryKnockdown1"> <requirement name="ProgressionLevel" progression_name="[color="#FF8C00"]perkHeavyMetal[/color]" operation="Equals" value="3"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="20"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffInjuryKnockdown1"> <requirement name="ProgressionLevel" progression_name="[color="#FF8C00"]perkHeavyMetal[/color]" operation="Equals" value="4"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="40"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1.4" target_tags="zombie,animal" buff="buffInjuryKnockdown1"> <requirement name="ProgressionLevel" progression_name="[color="#FF8C00"]perkHeavyMetal[/color]" operation="Equals" value="5"/> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="60"/> </triggered_effect> </effect_group> </perk> Woops. Now that's embarrassing. On single player Windows 10, I tested this bug by getting 5/5 Stay down and it gave me the effect from 5/5 Heavy Metal. However when testing it on a Linux server Heavy Metal doesnt work, and getting 5/5 Stay Down doesnt give me the AOE effect from Heavy Metal. Is there something else going on with Linux? Link to comment Share on other sites More sharing options...
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