Deceptive Pastry
Refugee
May be able to use a bit of help/brainstorming on this. I just did a bit of testing. It looks like cvars are stored in your save file, eg if you have a cvar changed by ModifyCVar, it will keep that value if you quit/reload. That seems to be how they track recipes learned.
So I had an iron pickaxe trigger an effect on harvest to modify a cvar. I think something like this can be done:
Remaining issues I'm working on are:
1. How to make a new skill/perk outside of the perk point system
2. How to add points to that skill. The only way to add a perk point I could figure out is through quests, but I don't want to add perk points anyway.
Could make passive_effects with requirement CVarCompare cvar="MiningLvl2" operation="Equals" value="1". But ideally there'd need to be a way for the player to see what their current level and xp is through the menu. I haven't messed with menu/ui stuff much yet but I imagine there is a way to get it to display a cvar value.
Code:
<property class="Action0">
<requirement name="CVarCompare" cvar="foodCanHam" operation="Equals" value="0"/>
</property>
<effect_group tiered="false">
<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodCanHam" operation="set" value="1"/>
</effect_group>
Code:
<triggered_effect trigger="onSelfHarvestBlock" action="ModifyCVar" cvar="MiningXP" operation="add" value="10"/>
<triggered_effect trigger="onSelfHarvestBlock" action="ModifyCVar" cvar="MiningLvl2" operation="set" value="1">
<requirement name="CVarCompare" cvar="MiningXP" operation="Equals" value="10000"/>
</triggered_effect>
<triggered_effect trigger="onSelfHarvestBlock" action="ModifyCVar" cvar="MiningLvl3" operation="set" value="1">
<requirement name="CVarCompare" cvar="MiningXP" operation="Equals" value="30000"/>
</triggered_effect>
1. How to make a new skill/perk outside of the perk point system
2. How to add points to that skill. The only way to add a perk point I could figure out is through quests, but I don't want to add perk points anyway.
Could make passive_effects with requirement CVarCompare cvar="MiningLvl2" operation="Equals" value="1". But ideally there'd need to be a way for the player to see what their current level and xp is through the menu. I haven't messed with menu/ui stuff much yet but I imagine there is a way to get it to display a cvar value.