Sorrowthief Posted February 6, 2018 Share Posted February 6, 2018 I am trying to make something work in this alpha that used to work fine but now I can't figure it out. I have created two blocks that both when walked on apply a buff. What I need is that when you walk on one block you obtain a buff like infection but have it do no damage or affect any stats , basically you just see you have a buff applied for say duration 9000. Then the other block when you walk across it gives you another buff that in turn cures the first buff. I know this sounds wierd but I used to have this working but cannot seem to figure it out with the buffs now. I have made the blocks and they apply the buffs but I cannot make the buffs cure one another. Any help would be appreciated. This is how they used to look and work. <buff id="Waiting" type="speedmodifier" duration="9000" name_key="Waiting" description_key="WaitingDesc" tooltip_key="WaitingTooltip" icon="ui_game_symbol_knife" > <modify id="0" stat="speedmodifier" mulValue="1.1"/> </buff> <buff id="Active" type="speedmodifier" duration="2" name_key="Active" description_key="ActiveDesc" tooltip_key="ActiveTooltip" icon="ui_game_symbol_treasure" cures="Waiting"> <modify id="0" stat="speedmodifier" mulValue="1.1"/> </buff> Link to comment Share on other sites More sharing options...
Gazz Posted February 6, 2018 Share Posted February 6, 2018 You forgot to put an actual debuff action in there. Link to comment Share on other sites More sharing options...
Prisma501 Posted February 6, 2018 Share Posted February 6, 2018 You could try: <buff id="Active" type="speedmodifier" duration="2" name_key="Active" description_key="ActiveDesc" tooltip_key="ActiveTooltip" icon="ui_game_symbol_treasure" [b]actions="debuff(Waiting)[/b]"> <modify id="0" stat="speedmodifier" mulValue="1.1"/> </buff> Cheers Link to comment Share on other sites More sharing options...
Sorrowthief Posted February 6, 2018 Author Share Posted February 6, 2018 You could try: <buff id="Active" type="speedmodifier" duration="2" name_key="Active" description_key="ActiveDesc" tooltip_key="ActiveTooltip" icon="ui_game_symbol_treasure" [b]actions="debuff(Waiting)[/b]"> <modify id="0" stat="speedmodifier" mulValue="1.1"/> </buff> Cheers Thanks ill give that a try Link to comment Share on other sites More sharing options...
Prisma501 Posted February 6, 2018 Share Posted February 6, 2018 cures *as i interprete it* is a noun not a verb. So if you want to use an item for curing the buff that contains it, you can use cures="" cures="bandage" on the "Active" buff would cause a deduff of the "Active" buff when consuming a bandage. Cheers Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.