sphereii Posted December 21, 2018 Author Share Posted December 21, 2018 right. is it because they are 2 different item rather than 2 of the item in 1 group? It's just the condition you set up. You want to change any item with this name, or this other name. Other conditions would be I want to change an item with a property called extends and a value called meleeShiv, for example. Link to comment Share on other sites More sharing options...
Sarsante Posted December 21, 2018 Share Posted December 21, 2018 Is it possible to add something to localization.txt? maybe like <append xpath=""> NEWITEMDesc,items,Tool,KgNone,random description.,,,,, </append> Ive another doubt although it's not a xpath one, but which property I add to give my new item a nickname? property DescriptionKey is the description tab text, which works when I manually edit localization. But I cant figure it out how to change the name, it shows the raw name in-game. Thanks Link to comment Share on other sites More sharing options...
Guppycur Posted December 21, 2018 Share Posted December 21, 2018 Nope. Link to comment Share on other sites More sharing options...
Sarsante Posted December 21, 2018 Share Posted December 21, 2018 Nope. so its also impossible to add a name for a new item different than what you actually name it in items.xml? Link to comment Share on other sites More sharing options...
Guppycur Posted December 21, 2018 Share Posted December 21, 2018 so its also impossible to add a name for a new item different than what you actually name it in items.xml? The issue is that Xpath won't deal with the localization file because it is a text file. You would have to manually give it to your clients. Link to comment Share on other sites More sharing options...
sphereii Posted December 22, 2018 Author Share Posted December 22, 2018 The issue is that Xpath won't deal with the localization file because it is a text file. You would have to manually give it to your clients. I have a potential gap solution that will help us, while we wait for vanilla support. Link to comment Share on other sites More sharing options...
FastBurst Posted December 22, 2018 Share Posted December 22, 2018 (edited) I want to change the value in this and having issues I am just trying to change only the reset_interval value <trader_info id="1" min_inventory="40" max_inventory="120" min_items_swapped="20" max_items_swapped="20" reset_interval="1" open_time="6:05" close_time="21:50"> I know I am missing something or it's not correct. <configs> <set xpath="traders/trader_item_groups/trader_info[@id='1']/@reset_interval">1</set> </configs> ------- Figured it out --------- <set xpath="traders/trader_info[@id='1']/@reset_interval">1</set> Edited December 22, 2018 by FastBurst (see edit history) Link to comment Share on other sites More sharing options...
Malacay2k11 Posted December 22, 2018 Share Posted December 22, 2018 Hey everyone i used my new attribute to increased EXP Gain Rate <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.35" level="1,9"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="1.5" level="10"/> now i want, thats the Bonus XP only applied on Killing Enemys would it be enough to add just behind the level="XY" tag="zombie,walker,feral,radiated,hostile,animal" and would looks like: <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.35" level="1,9" tag="zombie,walker,feral,radiated,hostile,animal"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="1.5" level="10"tag="zombie,walker,feral,radiated,hostile,animal"/> works this xD ? - - - Updated - - - Hey everyone i used my new attribute to increased EXP Gain Rate <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.35" level="1,9"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="1.5" level="10"/> now i want, thats the Bonus XP only applied on Killing Enemys would it be enough to add just behind the level="XY" tag="zombie,walker,feral,radiated,hostile,animal" and would looks like: <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.35" level="1,9" tag="zombie,walker,feral,radiated,hostile,animal"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="1.5" level="10"tag="zombie,walker,feral,radiated,hostile,animal"/> works this xD ? Link to comment Share on other sites More sharing options...
Malacay2k11 Posted December 22, 2018 Share Posted December 22, 2018 Ok dont works . . . Link to comment Share on other sites More sharing options...
shakikoko Posted December 23, 2018 Share Posted December 23, 2018 So another question with how do I skip to white river citizen 1 after crafting bedrolls? I guess I really don't understand how it should work <set xpath="/quests/quest[@id='quest_BasicSurvival1']/reward[@type='Quest']/@value">quest_whiteRiverCitizen1</set> I tried using remove earlier and it just doesn't load the mod. <remove xpath="/quests/quest[@id='quest_BasicSurvival1']/reward[@type='Quest']/@id="quest_whiteRiverCitizen1" /> Link to comment Share on other sites More sharing options...
Malacay2k11 Posted December 23, 2018 Share Posted December 23, 2018 can nobody help !? Link to comment Share on other sites More sharing options...
sphereii Posted December 24, 2018 Author Share Posted December 24, 2018 So another question with how do I skip to white river citizen 1 after crafting bedrolls? I guess I really don't understand how it should work <set xpath="/quests/quest[@id='quest_BasicSurvival1']/reward[@type='Quest']/@value">quest_whiteRiverCitizen1</set> I tried using remove earlier and it just doesn't load the mod. <remove xpath="/quests/quest[@id='quest_BasicSurvival1']/reward[@type='Quest']/@id="quest_whiteRiverCitizen1" /> Take a look at Red Eagle LXIX's work: https://7daystodie.com/forums/showthread.php?94219-Red-Eagle-LXIX-s-A17-Modlet-Collection-(UI-Blocks-Quests) - - - Updated - - - Hey everyone i used my new attribute to increased EXP Gain Rate <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.35" level="1,9"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="1.5" level="10"/> now i want, thats the Bonus XP only applied on Killing Enemys would it be enough to add just behind the level="XY" tag="zombie,walker,feral,radiated,hostile,animal" and would looks like: <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.35" level="1,9" tag="zombie,walker,feral,radiated,hostile,animal"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="1.5" level="10"tag="zombie,walker,feral,radiated,hostile,animal"/> works this xD ? - - - Updated - - - Hey everyone i used my new attribute to increased EXP Gain Rate <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.35" level="1,9"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="1.5" level="10"/> now i want, thats the Bonus XP only applied on Killing Enemys would it be enough to add just behind the level="XY" tag="zombie,walker,feral,radiated,hostile,animal" and would looks like: <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.35" level="1,9" tag="zombie,walker,feral,radiated,hostile,animal"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="1.5" level="10"tag="zombie,walker,feral,radiated,hostile,animal"/> works this xD ? I'm sorry, I'm not clear on what you are looking for. Is this the new code you want to add? <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.35" level="1,9" tag="zombie,walker,feral,radiated,hostile,animal"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="1.5" level="10"tag="zombie,walker,feral,radiated,hostile,animal"/> If so, which file and location did you want to add it? Link to comment Share on other sites More sharing options...
Malacay2k11 Posted December 24, 2018 Share Posted December 24, 2018 (edited) Happy Xmas Sphereii. ok lets focus on the line: <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.5" level="1,10" This is the Passive effect of my "Attribute". The Issue here is: PlayerExpGain applied on every EXP Source, like Chopping trees, Digging holes in dirt and Stone, Selling items and using console command for exp... At the Point where i sold large amount of Stuff to traders, ridiculous amount of EXP appears and even if the worth of exp grows over 65k its goes into an infinite amount of EXP which skipped the char to th LV Cap. What i want to do is. Set the Passive_effect to only trigger when the player kills Animals and Zombies. No more Exp Bonus for Console commands, Chopping trees or other works, or for Trading - and so on... only Exp bonus for Killing Animals and Zombies. I Also tryied things like: -spoiler- DONT WORKS <effect_group> <requirement name="onSelfAttackedOther" target="other" target_tags="zombie,animal"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.5" level="1,10" target="self"/> </effect_group> would be grateful for any solution. Edited December 24, 2018 by Malacay2k11 (see edit history) Link to comment Share on other sites More sharing options...
sphereii Posted December 24, 2018 Author Share Posted December 24, 2018 Happy Xmas Sphereii. ok lets focus on the line: <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.5" level="1,10" This is the Passive effect of my "Attribute". The Issue here is: PlayerExpGain applied on every EXP Source, like Chopping trees, Digging holes in dirt and Stone, Selling items and using console command for exp... At the Point where i sold large amount of Stuff to traders, ridiculous amount of EXP appears and even if the worth of exp grows over 65k its goes into an infinite amount of EXP which skipped the char to th LV Cap. What i want to do is. Set the Passive_effect to only trigger when the player kills Animals and Zombies. No more Exp Bonus for Console commands, Chopping trees or other works, or for Trading - and so on... only Exp bonus for Killing Animals and Zombies. I Also tryied things like: -spoiler- DONT WORKS <effect_group> <requirement name="onSelfAttackedOther" target="other" target_tags="zombie,animal"/> <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.5" level="1,10" target="self"/> </effect_group> would be grateful for any solution. I think we can come up with a solution. When you say passive effect on your attribute, which file is your attribute at, what what's it called? Link to comment Share on other sites More sharing options...
Malacay2k11 Posted December 24, 2018 Share Posted December 24, 2018 <attribute name="attLuck" name_key="attLuckName" desc_key="attLuckDesc" icon="ui_game_symbol_skull_crusher"> <level_requirements level="1"><requirement name="PlayerLevel" target="self" operation="GTE" value="1" desc_key="reqPlayerAndPoint1"/></level_requirements> <level_requirements level="2"><requirement name="PlayerLevel" target="self" operation="GTE" value="3" desc_key="reqPlayerAndPoint2"/></level_requirements> <level_requirements level="3"><requirement name="PlayerLevel" target="self" operation="GTE" value="5" desc_key="reqPlayerAndPoint3"/></level_requirements> <level_requirements level="4"><requirement name="PlayerLevel" target="self" operation="GTE" value="10" desc_key="reqPlayerAndPoint4"/></level_requirements> <level_requirements level="5"><requirement name="PlayerLevel" target="self" operation="GTE" value="15" desc_key="reqPlayerAndPoint5"/></level_requirements> <level_requirements level="6"><requirement name="PlayerLevel" target="self" operation="GTE" value="20" desc_key="reqPlayerAndPoint6"/></level_requirements> <level_requirements level="7"><requirement name="PlayerLevel" target="self" operation="GTE" value="25" desc_key="reqPlayerAndPoint7"/></level_requirements> <level_requirements level="8"><requirement name="PlayerLevel" target="self" operation="GTE" value="30" desc_key="reqPlayerAndPoint8"/></level_requirements> <level_requirements level="9"><requirement name="PlayerLevel" target="self" operation="GTE" value="40" desc_key="reqPlayerAndPoint9"/></level_requirements> <level_requirements level="10"><requirement name="PlayerLevel" target="self" operation="GTE" value="50" desc_key="reqPlayerAndPoint10"/></level_requirements> <effect_group> <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.5" level="1,10"/> <effect_description level="1" desc_key="attLuckRank1Desc"/> <effect_description level="2" desc_key="attLuckRank2Desc"/> <effect_description level="3" desc_key="attLuckRank3Desc"/> <effect_description level="4" desc_key="attLuckRank4Desc"/> <effect_description level="5" desc_key="attLuckRank5Desc"/> <effect_description level="6" desc_key="attLuckRank6Desc"/> <effect_description level="7" desc_key="attLuckRank7Desc"/> <effect_description level="8" desc_key="attLuckRank8Desc"/> <effect_description level="9" desc_key="attLuckRank9Desc"/> <effect_description level="10" desc_key="attLuckRank10Desc"/> </effect_group> </attribute> Its a part of my "Progression.xml" Link to comment Share on other sites More sharing options...
sphereii Posted December 24, 2018 Author Share Posted December 24, 2018 Try something like this. It'll add your new passive_effect to the effect_group of the attribute attLuck <append xpath="/progression/attributes/attribute[@name='attLuck']/effect_group" > <passive_effect name="PlayerExpGain" operation="perc_add" value="0.15,1.5" level="1,10" </append> Link to comment Share on other sites More sharing options...
GTAjedi Posted December 24, 2018 Share Posted December 24, 2018 (edited) Hi there, I want to change the Run or Sprint speed global setting for zombies. Is this one global value in one config file that needs changing or do I have to change the values for every zombie in entitieclasses.xml? Edited December 24, 2018 by GTAjedi (see edit history) Link to comment Share on other sites More sharing options...
Malacay2k11 Posted December 24, 2018 Share Posted December 24, 2018 The passive it selfs works fine, and don't need to be add to luck, cuz its already a part of the attribute Luck.... but again The passive works with the effect of giving Percentage Bonus XP. My Main Issue there is, thats these Percentage Bonus XP apllied on each kind of EXP i gained. I would reduced this to the Source of Killing Enemys(Zombies,Animals). I dont want gain Percentage more XP by Working, Upgrading or Trading. I need to reduce the PlayerGainExp effect only on Killing Zombies, Animals.... Link to comment Share on other sites More sharing options...
darthvapers Posted December 24, 2018 Share Posted December 24, 2018 Ok here's a doosy for you all.. Changing a value that has two seperate values, such as <Temperature min="-60" max="-30" prob="1"/> to change both the min and the max .. I cannot for the life of me figure the correct syntax for the <set>.. I've tried using <append>, nothing happened. Tried the contains, still no go. Any ideas? Link to comment Share on other sites More sharing options...
sphereii Posted December 25, 2018 Author Share Posted December 25, 2018 Ok here's a doosy for you all.. Changing a value that has two seperate values, such as <Temperature min="-60" max="-30" prob="1"/> to change both the min and the max .. I cannot for the life of me figure the correct syntax for the <set>.. I've tried using <append>, nothing happened. Tried the contains, still no go. Any ideas? you are overthinking it <!-- Set all global temperatures to be the same range--> <set xpath="/worldgeneration/biomes/biome/weather/Temperature/@min">-60</set> <set xpath="/worldgeneration/biomes/biome/weather/Temperature/@max">-30</set> Link to comment Share on other sites More sharing options...
Malacay2k11 Posted December 25, 2018 Share Posted December 25, 2018 The passive it selfs works fine, and don't need to be add to luck, cuz its already a part of the attribute Luck.... but again The passive works with the effect of giving Percentage Bonus XP. My Main Issue there is, thats these Percentage Bonus XP apllied on each kind of EXP i gained. I would reduced this to the Source of Killing Enemys(Zombies,Animals). I dont want gain Percentage more XP by Working, Upgrading or Trading. I need to reduce the PlayerGainExp effect only on Killing Zombies, Animals.... Still no solution for it^^ ?.... can't fix it by my self Link to comment Share on other sites More sharing options...
sphereii Posted December 25, 2018 Author Share Posted December 25, 2018 Still no solution for it^^ ?.... can't fix it by my self This thread is about helping people resolve their xpath issues. Perhaps a new thread is more appropriate to get the help you are looking for, which seems to be what needs to be changed to get your desired effect, rather than how to make that change. Link to comment Share on other sites More sharing options...
METALmurderer Posted December 25, 2018 Share Posted December 25, 2018 Trying to change Action0 to Action1 and append new Action0 (drinkJar Trying to make the default drink be Right Click, and append the basic punch (unarmed left click) to drinks (currently proof of concept, tweaks to come later) I've tried 2 ways so far (about to head to dinner so I figured I'd bounce it off a few of you) <set xpath="/items/item[starts-with(@name, 'drinkJar') and not(contains(@name, 'Empty'))]/property[@Class='Action0']">Action1</set> <set xpath="/items/item[starts-with(@name, 'drinkJar') and not(contains(@name, 'Empty'))]/property[@Class='Action0']/@value">Action1</set> I get a WRN in console but the rest of the mod loads fine. Can I rename the Action0 to Action1 this way and something is wrong in my Syntax or do I have to remove Action0 and then append it with the Action0 from the player hand and Action1 as the normal drink code? Link to comment Share on other sites More sharing options...
sphereii Posted December 25, 2018 Author Share Posted December 25, 2018 Trying to make the default drink be Right Click, and append the basic punch (unarmed left click) to drinks (currently proof of concept, tweaks to come later) I've tried 2 ways so far (about to head to dinner so I figured I'd bounce it off a few of you) <set xpath="/items/item[starts-with(@name, 'drinkJar') and not(contains(@name, 'Empty'))]/property[@Class='Action0']">Action1</set> <set xpath="/items/item[starts-with(@name, 'drinkJar') and not(contains(@name, 'Empty'))]/property[@Class='Action0']/@value">Action1</set> I get a WRN in console but the rest of the mod loads fine. Can I rename the Action0 to Action1 this way and something is wrong in my Syntax or do I have to remove Action0 and then append it with the Action0 from the player hand and Action1 as the normal drink code? You are using @Class, when it should be @class. Also, @value isn't special; it's just the attribute you want to change. In this case, it's probably: /property[@class=Action0]/@class">Action1</set> Link to comment Share on other sites More sharing options...
METALmurderer Posted December 26, 2018 Share Posted December 26, 2018 (edited) You are using @Class, when it should be @class. Also, @value isn't special; it's just the attribute you want to change. In this case, it's probably: /property[@class=Action0]/@class">Action1</set> Thanks, I've got it ALMOST working for the drink part using this: <set xpath="/items/item[@name='drinkJarBeer']/property[@class]/@class">Action1</set> <set xpath="/items/item[@name='drinkJarBeer']/effect_group[@tiered='false']/triggered_effect[@trigger='onSelfPrimaryActionEnd']/@trigger">onSelfSecondaryActionEnd</set> Right Click now drinks, but for some reason, the screen does not give the drunken blur even though I get the Buzzed buff. I can't find anything in the item or buff code tying it specifically to the Primary Action. Thanks again sphereii, and Merry Christmas to you and yours EDIT: Apparently Grandpa's Moonshine blurs, but beer buzzed does not. Possibly something that was tweaked in B240? Edited December 26, 2018 by METALmurderer (see edit history) Link to comment Share on other sites More sharing options...
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