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set display_value depending to the tier


Arop Retim

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I am working to make the clothes tiered and the properties depending to the tier. But I got a problem.

AviatorGoggles and NerdGlasses have a line called "display_value".

<!-- unmodded items.xml -->
<passive_effect name="CraftingTime" operation="perc_add" value="-.1"/>
<display_value name="dCraftingTime" value="-.1"/>

 

I want to change the two lines like this:

<passive_effect name="CraftingTime" operation="perc_add" value="-.05,-.2" tier='1,6'/>
<display_value name="dCraftingTime" value="-.05,-.2" tier='1,6'/>

 

But this caused an console error because of the comma in the second line when starting the game.

I also tried multiple display_value lines. But these caused an error too (key already exists).

 

Is there any way to change the display_value depending on the item tier? Or does someone have a workaround?

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Loots like you have single quotes (') instead of doubles (") around your added parameters. I don't know if that is causing an issue, but if not...I'm not sure if display_value can take requirements, but you could try something like this:

 

<display_value name="dCraftingTime" value="-.05">
<requirement name="RequirementItemTier" operation="Equals" value="1"/>
</display_value>
<display_value name="dCraftingTime" value="-.1">
<requirement name="RequirementItemTier" operation="Equals" value="2"/>
</display_value>

etc.

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Thank you, but both didn't help.

 

output_log snippet from double quotes try:

2018-12-03T22:27:06 107.603 ERR XML loader: Loading and parsing 'items.xml' failed
2018-12-03T22:27:06 107.604 EXC Unknown char: ,
FormatException: Unknown char: ,
 at StringParsers.ParseDouble (System.String _input, Int32 _startIndex, Int32 _endIndex, NumberStyles _style) [0x00000] in <filename unknown>:0 
 at StringParsers.ParseFloat (System.String _input, Int32 _startIndex, Int32 _endIndex, NumberStyles _style) [0x00000] in <filename unknown>:0 
 at EffectDisplayValue.ParseDisplayValue (System.Xml.XmlElement _element) [0x00000] in <filename unknown>:0 
 at MinEffectGroup.ParseXml (System.Xml.XmlElement _element) [0x00000] in <filename unknown>:0 
 at MinEffectController.ParseXml (System.Xml.XmlElement _element, .MinEffectController effectControllerToExtend, SourceParentType _type, Int32 _parentPointer) [0x00000] in <filename unknown>:0 
 at ItemClassesFromXml.parseItem (System.Xml.XmlElement _node) [0x00000] in <filename unknown>:0 
 at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 
 at WorldStaticData.LoadItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 
 at WorldStaticData+<loadSingleXml>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
<loadSingleXml>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

(Filename:  Line: -1)

 

 

output_log snippet from requirements try:

2018-12-03T22:46:44 72.639 ERR XML loader: Loading and parsing 'items.xml' failed
2018-12-03T22:46:44 72.640 EXC An element with the same key already exists in the dictionary.
ArgumentException: An element with the same key already exists in the dictionary.
 at System.Collections.Generic.Dictionary`2[system.String,EffectDisplayValue].Add (System.String key, .EffectDisplayValue value) [0x00000] in <filename unknown>:0 
 at MinEffectGroup.ParseXml (System.Xml.XmlElement _element) [0x00000] in <filename unknown>:0 
 at MinEffectController.ParseXml (System.Xml.XmlElement _element, .MinEffectController effectControllerToExtend, SourceParentType _type, Int32 _parentPointer) [0x00000] in <filename unknown>:0 
 at ItemClassesFromXml.parseItem (System.Xml.XmlElement _node) [0x00000] in <filename unknown>:0 
 at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 
 at WorldStaticData.LoadItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 
 at WorldStaticData+<loadSingleXml>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
<loadSingleXml>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

(Filename:  Line: -1)

 

 

For now I've added a list what tier grands what bonus to the item description. But it's more a makeshift than a solution.

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