Wacky Wizard
Refugee
Sorry tried to post this in the bug report area but it would not allow me without using an app to submit a log and point to a YouTube clip that I don't have either and don't need for this as its simple to duplicate although will say this is for V2.4(b7).
I believe there is a bug in the Challenge system to do with adding requirements into either the effect group or passive effect that prevent them from working on a fresh spawn.
I am making a mod to allow me to use the challenge system to add some learn by doing back into our game that allows us to still use the crafting books as main way to level up (but going to make even harder to find), but if you kill enough things then you will still progress.
In my challenge I've added a passive effect so that once you kill enough things it adds to the CraftingTier of said weapon depending on if challenge progression is higher then the crafting progression. when I use the passive effect without any requirements it works fine. but as soon as I add a requirements to either the effect group or passive effect it appeared to stop working. but after a few test, I worked out it only stopped working in the first spawn of the game. If I was to exit the game and re-start then it works ok, even if I start a game and leave before doing anything and come straight back in it works from then on, just not on your initial spawn.
here is the code in case im doing something wrong.
<challenge name="BoneKnives_1" title_key="challengeLearnKnives" icon="meleeWpnBladeT0BoneKnife" group="BoneKnives" hint="challengeGroupBoneKnivesHint"
short_description_key="challengeLearnKnives" description_key="challengeBoneKnivesDesc"
reward_text_key="challenge_reward_BoneKnives" reward_event="challenge_reward_BoneKnives">
<objective type="KillByTag" entity_tags="zombie,animal" target_name_key="Zombies,Animals" killer_has_bufftag="BoneKifeEnabled" count="500"/>
<!--held="meleeWpnBladeT0BoneKnife"-->
<effect_group>
<passive_effect name="CraftingTier" operation="base_add" value="1" tags="meleeWpnBladeT0BoneKnife">
<!--<requirement name="CVarCompare" cvar="ProgressionKnives" operation="EQ" value="1" />-->
<!--<requirement name="ProgressionLevel" progression_name="craftingBlades" operation="LT" value="2"/>-->
</passive_effect>
</effect_group>
</challenge>
PS. on another thing in the code, it would be nice if held="meleeWpnBladeT0BoneKnife" worked in type="KillByTag" like it does in objective type="Harvest" to make it easier to say what to kill and with what.
I believe there is a bug in the Challenge system to do with adding requirements into either the effect group or passive effect that prevent them from working on a fresh spawn.
I am making a mod to allow me to use the challenge system to add some learn by doing back into our game that allows us to still use the crafting books as main way to level up (but going to make even harder to find), but if you kill enough things then you will still progress.
In my challenge I've added a passive effect so that once you kill enough things it adds to the CraftingTier of said weapon depending on if challenge progression is higher then the crafting progression. when I use the passive effect without any requirements it works fine. but as soon as I add a requirements to either the effect group or passive effect it appeared to stop working. but after a few test, I worked out it only stopped working in the first spawn of the game. If I was to exit the game and re-start then it works ok, even if I start a game and leave before doing anything and come straight back in it works from then on, just not on your initial spawn.
here is the code in case im doing something wrong.
<challenge name="BoneKnives_1" title_key="challengeLearnKnives" icon="meleeWpnBladeT0BoneKnife" group="BoneKnives" hint="challengeGroupBoneKnivesHint"
short_description_key="challengeLearnKnives" description_key="challengeBoneKnivesDesc"
reward_text_key="challenge_reward_BoneKnives" reward_event="challenge_reward_BoneKnives">
<objective type="KillByTag" entity_tags="zombie,animal" target_name_key="Zombies,Animals" killer_has_bufftag="BoneKifeEnabled" count="500"/>
<!--held="meleeWpnBladeT0BoneKnife"-->
<effect_group>
<passive_effect name="CraftingTier" operation="base_add" value="1" tags="meleeWpnBladeT0BoneKnife">
<!--<requirement name="CVarCompare" cvar="ProgressionKnives" operation="EQ" value="1" />-->
<!--<requirement name="ProgressionLevel" progression_name="craftingBlades" operation="LT" value="2"/>-->
</passive_effect>
</effect_group>
</challenge>
PS. on another thing in the code, it would be nice if held="meleeWpnBladeT0BoneKnife" worked in type="KillByTag" like it does in objective type="Harvest" to make it easier to say what to kill and with what.