public override void SetAlive()
{
bool flag = this.IsDead();
base.SetAlive();
if (!this.isEntityRemote)
{
this.Stats.ResetStats();
if (flag)
{
while (true)
{
switch (5)
{
case 0:
continue;
}
break;
}
if (!true)
{
RuntimeMethodHandle arg_3C_0 = methodof(EntityAlive.SetAlive()).MethodHandle;
}
float a = this.Stats.Wellness.Value - [color="#FFFF00"]10f[/color];
this.Stats.Wellness.Value = Mathf.Max(a, 30f);
Log.Out(US.ZZ(191910) + this.Stats.Wellness.Value.ToCultureInvariantString());
}
this.Stats.UpdatePlayerProgression();
}
else
{
this.Stats.ClearImmunity();
}
this.Health = (int)this.Stats.Health.Max;
this.Stamina = (float)this.GetMaxStamina();
this.Sickness = 0;
this.Gassiness = 0;
this.deathUpdateTime = 0;
this.bDead = false;
this.NL.Fatal = false;
this.emodel.SetAlive();
}
<buff id="initvars" duration="1" actions="setvar(beers,0);setvar(BDKbloodLoss,0);setvar(CTRbed,0);setvar(CTRbedroll,0);setvar(CTRbigbed,0);setvar(CTRblockBurn2,0);setvar(CTRblockBurn3,0);setvar(CTRroadrun,0);setvar(CTRsnowberry,0);setvar(CTRtrapDmg1,0);setvar(CTRbluePill,0)"/>
<modify id="0" stat="wellness" amount="10" rate="1" />
</buff>
That is a good idea too for a workaround where you can make a buff return an X amount of wellness upon respawn, however you can not modify the initvars buff since it is hardcoded. You would have to create a seperate buff for it.I'm pretty sure that's a DLL mod.
But you could try modifying the initvars buff at the top of buffs.xml so it's like this.
Downside is, if it works, you will start the game with an extra 10 wellness because that buff is called on game start AND when you die.Code:<buff id="initvars" duration="1" actions="setvar(beers,0);setvar(BDKbloodLoss,0);setvar(CTRbed,0);setvar(CTRbedroll,0);setvar(CTRbigbed,0);setvar(CTRblockBurn2,0);setvar(CTRblockBurn3,0);setvar(CTRroadrun,0);setvar(CTRsnowberry,0);setvar(CTRtrapDmg1,0);setvar(CTRbluePill,0)"/> <modify id="0" stat="wellness" amount="10" rate="1" /> </buff>
Hmm strange I was told that it could not be modified and I was certain others tried adding other variables to be reset and they did not work.You can modify it, because I have done to reset some custom variables I've put into my mod.![]()
You just cant change the name of it.
<buff id="GameStart" duration="3" mutex="GameStartLock" buffif="coretemp lequal 300" onexpired="GameReset" />
<buff id="GameReset" duration="3" onexpired="GameStartLock" mutex="GameStartLock" actions="setvar(venomGood, 0);setvar(venomBad, 0);setvar(infected, 0);setvar(CTRChair, 0);setvar(CTRCouch, 0);setvar(fatigue, 0);setvar(CTRlotus, 0);setvar(shocking, 0);setvar(hygiene, 0)" />
<buff id="GameStartLock"/>
<perk name="Health Nut" icon="run" description_key="healthNutDesc" title_key="healthNut" max_level="5" skill_point_cost_multiplier="1.43" skill_point_cost_per_level="5" always_fire="true" group="health">
<requirement perk_level="1" required_skill_name="Athletics" required_skill_level="1"/>
<requirement perk_level="2" required_skill_name="Athletics" required_skill_level="10"/>
<requirement perk_level="3" required_skill_name="Athletics" required_skill_level="20"/>
<requirement perk_level="4" required_skill_name="Athletics" required_skill_level="40"/>
<requirement perk_level="5" required_skill_name="Athletics" required_skill_level="60"/>
<effect name="MinWellness">
<add perk_level="0" value="30"/>
<add perk_level="1" value="30"/>
<add perk_level="2" value="30"/>
<add perk_level="3" value="30"/>
<add perk_level="4" value="30"/>
<add perk_level="5" value="50"/>
</effect>
<effect name="MaxWellness">
<add perk_level="0" value="0"/>
<add perk_level="1" value="5"/>
<add perk_level="2" value="10"/>
<add perk_level="3" value="20"/>
<add perk_level="4" value="30"/>
<add perk_level="5" value="50"/>
</effect>
</perk>
<perk name="Health Nut" icon="run" description_key="healthNutDesc" title_key="healthNut" max_level="5" skill_point_cost_multiplier="1.43" skill_point_cost_per_level="5" always_fire="true" group="health">
<requirement perk_level="1" required_skill_name="Athletics" required_skill_level="1"/>
<requirement perk_level="2" required_skill_name="Athletics" required_skill_level="10"/>
<requirement perk_level="3" required_skill_name="Athletics" required_skill_level="20"/>
<requirement perk_level="4" required_skill_name="Athletics" required_skill_level="40"/>
<requirement perk_level="5" required_skill_name="Athletics" required_skill_level="60"/>
<effect name="MinWellness">
<setvalue perk_level="0" value="100"/>
<setvalue perk_level="1" value="100"/>
<setvalue perk_level="2" value="100"/>
<setvalue perk_level="3" value="100"/>
<setvalue perk_level="4" value="100"/>
<setvalue perk_level="5" value="100"/>
</effect>
<effect name="MaxWellness">
<add perk_level="0" value="0"/>
<add perk_level="1" value="5"/>
<add perk_level="2" value="10"/>
<add perk_level="3" value="20"/>
<add perk_level="4" value="30"/>
<add perk_level="5" value="50"/>
</effect>
</perk>