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A17 Food Items MODLET Help


FastBurst

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So since a lot has changed with A17 vs A16 when it comes to some items like FOOD lol what should these now look like since example apparently Wellness doesn't even exist? Below is an example of the old A16 style, I notice food items were just a little different and I guess confusing how it's being done now? I didn't see any of these properties anymore. If someone can convert this so I can see visually what things need to be changed, that would be AWESOME! I only have I don't know over 600+ food items to convert... :distrust:

 

<item id="3066" name="charredFish">
<property name="Meshfile" value="Items/Misc/parcelPrefab"/>
<property name="Material" value="organic"/>
<property name="HoldType" value="31"/>
<property name="Stacknumber" value="50"/>
<property name="EconomicValue" value="10"/>
<property name="SellableToTrader" value="false"/>
<property class="Action1">
	<property name="Class" value="Eat"/>
	<property name="Delay" value="2.1"/>
	<property name="Use_time" value="..."/>
	<property name="Gain_health" value="0"/>
	<property name="Gain_food" value="3"/>
	<property name="Gain_water" value="0"/>
	<property name="Gain_wellness" value="0"/>
	<property name="Sound_start" value="player_eating"/>
               <property name="Buff" value="foodPoisoning" />
	<property name="Buff_chance" value="0.5" />
</property>
<property name="DescriptionKey" value="charredMeatDesc"/>
<property name="Smell" value="largeSmell"/>
<property name="Group" value="Meals,Food/Cooking"/>
</item>

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Here's a food/health example with charred meat, I made the relevant parts bold and underlined.

<item name="foodCharredMeat">
<property name="HoldType" value="31"/>
<property name="DisplayType" value="food"/>
<property name="Meshfile" value="Items/Misc/parcelPrefab"/>
<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
<property name="Material" value="Morganic"/>
<property name="Stacknumber" value="50"/> <!-- STK food -->
<property name="EconomicValue" value="22"/>
<property class="Action0">
	<property name="Class" value="Eat"/>
	<property name="Delay" value="2.1"/>
	<property name="Use_time" value="..."/>
	<property name="Sound_start" value="player_eating"/>
</property>
<property name="Group" value="Food/Cooking"/>

<effect_group tiered="false">
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="[b][u]foodAmount[/u][/b]" operation="[b][u]add[/u][/b]" value="[b][u]10[/u][/b]"/>
	<!-- <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodPerkDisplay" operation="add" value="@foodSatiationPSec"/> -->
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="[b][u]foodHealthAmount[/u][/b]" operation="[b][u]add[/u][/b]" value="[b][u]5[/u][/b]"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/>
</effect_group>
</item>

 

Here with yucca fruit you can see how they added food, water, and also the chance for food poisoning.

<item name="foodCropYuccaFruit">
<property name="DisplayType" value="foodWaterOnly"/>
<property name="HoldType" value="31"/>
<property name="Meshfile" value="Items/Misc/parcelPrefab"/>
<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
<property name="Material" value="Mplants"/>
<property name="Stacknumber" value="50"/> <!-- STK food -->
<property name="EconomicValue" value="5"/>
<property name="EconomicBundleSize" value="1"/>
<property name="SellableToTrader" value="false"/>
<property class="Action0">
	<property name="Class" value="Eat"/>
	<property name="Delay" value="1.0"/>
	<property name="Use_time" value="..."/>
	<property name="Sound_start" value="player_eating"/>
</property>
<property name="Group" value="Food/Cooking"/> <!-- ,Medicine -->

<effect_group tiered="false">
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="[b][u]foodAmount[/u][/b]" operation="[b][u]add[/u][/b]" value="[b][u]1[/u][/b]"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="[b][u]waterAmount[/u][/b]" operation="[b][u]add[/u][/b]" value="[b][u]2[/u][/b]"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="[b][u]buffIllFoodPoisoning0[/u][/b]">
		<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="10"/>
	</triggered_effect>
	<display_value name="[b][u]FoodPoisoningRisk[/u][/b]" value="[b][u].1[/u][/b]" />
</effect_group>
</item>

 

There are other examples with additions, subtractions, and buffs/debuffs. Feel free to search through them and combine and edit to create what you desire same as before. Wellness doesn't exist anymore. Instead we have two skills to level up; Fortitude and Agility.

 

As far as converting old files over, I can't help you there. You would need someone more experienced than I.

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