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Poor modders, soon they gonna have so little sleep.
Totally bought the crap out of it as soon as it went live.The "My Pants are Tight" buff...
Oh and as a side note...ANYONE interested at all in working with Unity...Right now on Humble bundle...for a mere $15 , you can get a number of completely amazing assets to work with...go check it out , expires in 2 days!
Thank you for this Kin. I've filed for divorce earlier today in prep for A17. The wife(well now ex) thanks you because now it frees her up to "experience life" whatever that means.Part 1 of 2
Ladies and gents. With all the talk of how long this alpha has taken I thought I would take the time to show you a snippet of how the new buff/item/progression/mod system works. You'll find that the backend has grown exponentially as far as functionality and ability to create from just xml.
Here is a list of events usable on items/buffs/progression(perks,skills,attributes)/and item mods:
onSelfBuffStart,
onSelfBuffUpdate,
onSelfBuffFinish,
onSelfBuffRemove,
onOtherDamagedSelf,
onOtherAttackedSelf,
onOtherHealedSelf,
onSelfDamagedOther,
onSelfAttackedOther,
onSelfHealedOther,
onSelfDamagedSelf,
onSelfHealedSelf,
onSelfKilledOther,
onOtherKilledSelf,
onBlockKilledSelf,
onSelfKilledSelf,
onSelfPrimaryActionStart,
onSelfPrimaryActionRayHit,
onSelfPrimaryActionEnd,
onSelfSecondaryActionStart,
onSelfSecondaryActionRayHit,
onSelfSecondaryActionEnd,
onSelfRepairBlock,
onSelfPlaceBlock,
onSelfUpgradedBlock,
onSelfDamagedBlock,
onSelfDestroyedBlock,
onSelfHarvestBlock,
onSelfHarvestOther,
onOtherEnteredRange,
onOtherLeftRange,
onSelfEquipStart,
onSelfEquipStop,
onReloadStart,
onReloadUpdate,
onReloadStop,
onSelfFirstSpawn,
onSelfRespawn,
onSelfLeaveGame,
onSelfEnteredGame,
onSelfTeleported,
onSelfJump,
onSelfLandJump,
onSelfRun,
onSelfWalk,
onSelfCrouch,
onSelfStand,
onSelfAimingGunStart,
onSelfAimingGunStop,
onSelfCrouchRun,
onSelfCrouchWalk,
onSelfSwimStart,
onSelfSwimStop,
onSelfSwimRun,
onSelfSwimIdle,
onSelfHoldingItemCreated,
onSelfItemCrafted,
onSelfItemRepaired,
onSelfItemLooted,
onSelfItemLost,
onSelfItemGained,
onSelfItemSold,
onSelfItemBought,
onPerkLevelChanged,
The ones with Hook Up are easy to put in, was just waiting to see if we will use them or if there will be fun uses for modders.
But wait, that's not all! Here is a list of the PassiveEffects usable on any item/skill/perk/etc.
ITEM EFFECTS
EntityDamage,
EntityHeal,
BlockDamage,
BlockRepairAmount,
DamageModifier,
DegradationPerUse,
DegradationMax,
MagazineSize,
DamageFalloffRange,
MaxRange,
BlockRange,
WeaponHandling,
IncrementalSpreadMultiplier,
BurstRoundCount,
RoundRayCount,
RoundsPerMinute,
AttacksPerMinute,
ExplosionRadius,
ModSlots,
ModPowerBonus,
SpreadMultiplierHip,
SpreadMultiplierAiming,
SpreadMultiplierRunning,
SpreadMultiplierWalking,
SpreadMultiplierCrouching,
SpreadMultiplierIdle,
SpreadDegreesVertical,
SpreadDegreesHorizontal,
KickDegreesVertical,
KickDegreesHorizontal,
SphereCastRadius,
PhysicalDamageResist,
ElementalDamageResist,
Tier,
LightIntensity,
VehicleDamagePassedToPlayer,
VehicleSteering,
VehicleMaxSteeringAngle,
VehicleAcceleration,
VehicleBraking,
VehiclePlayerStaminaDrainRate,
VehicleMaxSpeed,
VehicleMetersPerLiter,
VehicleIdleSecondsPerLiter,
VehicleNoise,
VehicleTraction,
VehicleDrag,
VehicleTankSize,
VehicleStorageWidth,
VehicleStorageHeight,
BatteryMaxLoadInVolts,
BatteryDischargeTimeInMinutes,
DistractionResistance,
DistractionRadius,
DistractionLifetime,
DistractionStrength,
DistractionEatTicks,
ProjectileVelocity,
RecipeTagUnlocked,
EconomicValue,
PLAYER EFFECTS
AttributeLevel,
SkillLevel,
PerkLevel,
SkillExpGain,
PlayerExpGain,
NoiseMultiplier,
LightMultiplier,
CraftingTime,
CraftingTier,
CraftingOutputCount,
ActiveCraftingSlots,
CraftingSlots,
CarryCapacity,
RepairTime,
RepairAmount,
ReloadSpeedMultiplier,
WaterRegenRate,
HealthMax,
HealthMaxModifierOT,
HealthChangeOT,
HealthGain,
HealthLoss,
HealthLossMaxMult,
StaminaMax,
StaminaMaxModifierOT,
StaminaChangeOT,
StaminaGain,
StaminaLoss,
StaminaLossMaxMult,
FoodMax,
FoodChangeOT,
FoodGain,
FoodLoss,
FoodLossPerHealthPointLost,
WaterMax,
WaterChangeOT,
WaterGain,
WaterLoss,
WaterLossPerHealthPointGained,
WaterLossPerStaminaPointGained,
JumpStrength,
WalkSpeed,
RunSpeed,
CrouchSpeed,
Mobility,
ScavengingTime,
ScavengingTier,
ScavengingItemCount, //Hook Up
HarvestCount,
DismembermentBaseChance,
DismembermentBonus,
TreasureRadius,
BreathHoldDuration,
Bartering,
SecretStash,
QuestBonusItemReward,
QuestTierBonus,
QuestlRewardChoiceCount,
CriticalChance,
BuffProcChance
Now that you have a nice list of possibilities you should also know that you can create and modify any new variable you like. These are called CVars and allow you to store a single float value from anywhere to be used anywhere else. These are attached to each entity.
There are also Actions that go along with the events. These come in many flavors showing some below:
*note that [target] can be self, other, self_aoe, and other_aoe, also not that any [value] (including passive effects) can be a number, randomInt(#,#), randomFloat(#,#), or a cvar using '@CvarName'
Animation Actions:
AnimatorSetFloat [target] [property] [value]
AnimatorSetInt [target] [property] [value]
AnimatorSetBool [target] [property] [value]
AnimatorFireTrigger [target] [property] [value]
AnimatorResetTrigger [target] [property] [value]
Buff Actions:
AddBuff [target] [buff]
RemoveBuff [target] [buff]
RemoveAllNegativeBuffs - removes any buff with a damageType
CVar Actions:
ModifyCVar [target] [cvarName] [operation(add,sub,mult,div,set)] [value(#,@cvar,randomInt{#,#},randomFloat{#,#})]
DebugActions:
CVarLogValue [target] [cvarName] - outputs the value of a cvar to console
LogMessage [message] - Logs a message to console
EntityActions:
DoRagdoll [target] [duration]
AttachParticleEffectToEntity [target] [particleName] [parent_transform] [local_offset] [local_rotation]
RemoveParticleFromEntity [target] [particleName]
AttachPrefabToEntity [target] [prefab] [parent_transform] [local_offset] [local_rotation]
ItemActions:
AttachPrefabToHeldItem [target] [prefab] [local_position] [local_rotation]
ScreenEffectActions:
SetScreenEffect [target] [screenEffectName] [intensity]
SoundActions:
PlaySound [target] [sound] [local_only] [play_in_head_only]
StopSound [target] [sound]
FadeOutSound [target] [sound]
StatActions:
ModifyStat [target] [stat] [operation] [value]
If there is ever anything that needed to be in this or the next update it is something to do at end game. My friends and I love this game right up until we run out of new stuff to do and it becomes repetitive. Starting over is only exciting so many times. just my 2¢I do worry though in A16 I get bored around char lv 50-60 or so, does A17 have anything midgame/late game to do now? Thats actually worth doing?
Most mobile browsers have an option to view the desktop version of the site. I'm on my phone most of the time, and I see everything just fine if I switch to desktop site.But seriously, I cant see the spoilers in kins post from my phone. So I am a bit in the dark on the details.
With the new modding potential, I'm sure there'll be plenty of modded content for endgame stuff.If there is ever anything that needed to be in this or the next update it is something to do at end game. My friends and I love this game right up until we run out of new stuff to do and it becomes repetitive. Starting over is only exciting so many times. just my 2¢
I got one at my house, and there's a PC in the living room perfect for modding.Thank you for this Kin. I've filed for divorce earlier today in prep for A17. The wife(well now ex) thanks you because now it frees her up to "experience life" whatever that means.
Oh btw, you guys have any couches available at the Pimps HQ? Asking for a friend.
Sphereii is accepting applications for his house; he's in Canada, so you also have the benefit of legal weed.Thank you for this Kin. I've filed for divorce earlier today in prep for A17. The wife(well now ex) thanks you because now it frees her up to "experience life" whatever that means.
Oh btw, you guys have any couches available at the Pimps HQ? Asking for a friend.
Gazz has a spare cot. It's cold there, so bring extra blankets. (You could use a heat buff. I hear it is easy to mod now.)Thank you for this Kin. I've filed for divorce earlier today in prep for A17. The wife(well now ex) thanks you because now it frees her up to "experience life" whatever that means.
Oh btw, you guys have any couches available at the Pimps HQ? Asking for a friend.
Gazz has a spare cot. It's cold there, so bring extra blankets. (You could use a heat buff. I hear it is easy to mod now.)
Sphereii is accepting applications for his house; he's in Canada, so you also have the benefit of legal weed.
EXCELLENT. Now all we need is a cam, some fancy UI and we can totally do a travelling "Modder House" type live stream. Sorry Guppy but it DOES require pants. Well, at least when the cam is onI got one at my house, and there's a PC in the living room perfect for modding.
Plus the wife is used to me doing it so I'm sure she wouldn't mind another crazy modder in the house.![]()
Just use a picture of Blinky from Pac-Man to represent me.EXCELLENT. Now all we need is a cam, some fancy UI and we can totally do a travelling "Modder House" type live stream. Sorry Guppy but it DOES require pants. Well, at least when the cam is on![]()
Magic items galore in Medieval Mod. Guppy might stroke out.Gazz beat me to it.
in the case of shoes that make you run faster though you would just use the RunSpeed passive effect on the item and if it's worn, it's active. You can also have shoes that make you jump higher, take less damage, attack faster, you name it.
Melee uses AttacksPerMinute for it's attack speed, ranged uses RoundsPerMinute. Both can be turned up and down.
So, you and Ken have the idea, to allow a trigger, be preset to a specific time tick, that then checks for predescribed condition,Yah, I was thinking requirement.Probably one for daytime in seconds, another for weekday.
Kinyajuu, will we can has event when character to be on ladder?Part 1 of 2
Ladies and gents. With all the talk of how long this alpha has taken I thought I would take the time to show you a snippet of how the new buff/item/progression/mod system works. You'll find that the backend has grown exponentially as far as functionality and ability to create from just xml.
Can we call it the Madmolebowchance?Is there any action to force the player to drop what he holds in his hands?
Today is such a good day.
Madmolebowchance,Can we call it the Madmolebowchance?
/in before Sillls
Snip snip all the nice stuff!Part 2 of 2
Now, after all of these confusing terms and definitions, I think it's time to show what one of the buffs look like.![]()