CrazyAluminum
Refugee
Main idea: flashlight, gun flashlight, headlight, car light, night vision goggles, reflex sights won't work without rechargeable batteries that have their own charge.
As example:
10180
90 mAh
10220
≈130 mAh
10280
≈180 mAh
10430, 10440
≈250 mAh
14250
≈250 mAh
14270
≈700 mAh
14430
≈500 mAh
14500
≈700 mAh
14670
≈700 mAh
15266, 15270
≈750-850 mAh
16340
≈750-1200 mAh
17500
≈1100 mAh
17670
≈1800 mAh
18350, 18490
≈1400 mAh
18500
≈1400 mAh
18650
1600-3600 mAh
18700
1600-3700 mAh
21700, 22650
3000-4000 mAh
25500, 26500
2500-5000 mAh
26650, 26980
2300-6000 mAh
32600, 32650
3000-6500 mAh
33600
3500-6500 mAh
42120
≈5000 mAh
Above you see what I wanna do(see), and also:
No battery recipes, only could be find in the loot.
No battery repairs, only recharge in the battery bank or etc.
No flashlight repairs (and etc.).
Also, is it possible to make custom blocks with vanilla parts like Shufkin's server-side weapons, entities and vehicles? Please tell me how to.
As example:
10180
90 mAh
10220
≈130 mAh
10280
≈180 mAh
10430, 10440
≈250 mAh
14250
≈250 mAh
14270
≈700 mAh
14430
≈500 mAh
14500
≈700 mAh
14670
≈700 mAh
15266, 15270
≈750-850 mAh
16340
≈750-1200 mAh
17500
≈1100 mAh
17670
≈1800 mAh
18350, 18490
≈1400 mAh
18500
≈1400 mAh
18650
1600-3600 mAh
18700
1600-3700 mAh
21700, 22650
3000-4000 mAh
25500, 26500
2500-5000 mAh
26650, 26980
2300-6000 mAh
32600, 32650
3000-6500 mAh
33600
3500-6500 mAh
42120
≈5000 mAh
Above you see what I wanna do(see), and also:
No battery recipes, only could be find in the loot.
No battery repairs, only recharge in the battery bank or etc.
No flashlight repairs (and etc.).
I'm confused about all these buffs and Idk is it really to do it in the xml:
Rechargeable battery on 2000 mAh
effect_group
<requirement name="!HoldingItemHasTags" tags="CFO_accumulator2000mAh"/>
<passive_effect name="ModifyCVar" cvar="CFO_charge" operation="set" value="2000"/>
flashlight
effect_group
<requirement trigger="onSelfItemActivate" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="lightSource"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="CFO_charge" operation="subtract" value="1"/>
effect_group
<requirement name="CVarCompare" cvar="CFO_charge" operation="GTE" value="1"/></triggered_effect/>
<triggered_effect trigger="onSelfItemActivate" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="lightSource"/>
effect_group
<triggered_effect trigger="onSelfItemDeactivate" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="lightSource"/>
<requirement name="CVarCompare" cvar="CFO_charge" operation="Equals" value="0"/></triggered_effect>
</passive_effect>
Rechargeable battery on 2000 mAh
effect_group
<requirement name="!HoldingItemHasTags" tags="CFO_accumulator2000mAh"/>
<passive_effect name="ModifyCVar" cvar="CFO_charge" operation="set" value="2000"/>
flashlight
effect_group
<requirement trigger="onSelfItemActivate" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="lightSource"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="CFO_charge" operation="subtract" value="1"/>
effect_group
<requirement name="CVarCompare" cvar="CFO_charge" operation="GTE" value="1"/></triggered_effect/>
<triggered_effect trigger="onSelfItemActivate" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="lightSource"/>
effect_group
<triggered_effect trigger="onSelfItemDeactivate" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="lightSource"/>
<requirement name="CVarCompare" cvar="CFO_charge" operation="Equals" value="0"/></triggered_effect>
</passive_effect>
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