M1cromanagement
Refugee
Is it possible to make diffrent value for PhysicalDamageResist each quality level ?
example:
Quality 1
<passive_effect name="PhysicalDamageResist" operation="base_add" value="6"/>
Quality 2
<passive_effect name="PhysicalDamageResist" operation="base_add" value="7"/>
Quality 3
<passive_effect name="PhysicalDamageResist" operation="base_add" value="8"/>
Quality 4
<passive_effect name="PhysicalDamageResist" operation="base_add" value="9"/>
Quality 5
<passive_effect name="PhysicalDamageResist" operation="base_add" value="10"/
Quality 6
<passive_effect name="PhysicalDamageResist" operation="base_add" value="11"/
instead of all quality level, random
<passive_effect name="PhysicalDamageResist" operation="base_add" value="6,11"/>
------------------------------
<item name="armorClothPants">
<property name="Extends" value="armorClothMaster" param1="CustomIcon"/>
<property name="Tags" value="lowerbody,legs,armor,armorLegs,lightArmor,padded,canHaveCosmetic,lightArmorDeg"/>
<property name="EquipSlot" value="Legs"/>
<effect_group>
<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
<passive_effect name="PhysicalDamageResist" operation="base_add" value="6,11"/>
<passive_effect name="DegradationMax" operation="base_set" value="150,300" tier="1,6"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
<display_value name="dStaminaChangeOT" value="0"/>
<passive_effect name="BuffResistance" operation="base_add" value=".103" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
</effect_group>
<property class="UMA">
<property name="Mesh" value="armor_cloth_legs"/>
<property name="Overlay0" value="armor_cloth_legs"/>
<property name="Layer" value="3"/>
<property name="UISlot" value="LegArmor"/>
</property>
</item>
example:
Quality 1
<passive_effect name="PhysicalDamageResist" operation="base_add" value="6"/>
Quality 2
<passive_effect name="PhysicalDamageResist" operation="base_add" value="7"/>
Quality 3
<passive_effect name="PhysicalDamageResist" operation="base_add" value="8"/>
Quality 4
<passive_effect name="PhysicalDamageResist" operation="base_add" value="9"/>
Quality 5
<passive_effect name="PhysicalDamageResist" operation="base_add" value="10"/
Quality 6
<passive_effect name="PhysicalDamageResist" operation="base_add" value="11"/
instead of all quality level, random
<passive_effect name="PhysicalDamageResist" operation="base_add" value="6,11"/>
------------------------------
<item name="armorClothPants">
<property name="Extends" value="armorClothMaster" param1="CustomIcon"/>
<property name="Tags" value="lowerbody,legs,armor,armorLegs,lightArmor,padded,canHaveCosmetic,lightArmorDeg"/>
<property name="EquipSlot" value="Legs"/>
<effect_group>
<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
<passive_effect name="PhysicalDamageResist" operation="base_add" value="6,11"/>
<passive_effect name="DegradationMax" operation="base_set" value="150,300" tier="1,6"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
<display_value name="dStaminaChangeOT" value="0"/>
<passive_effect name="BuffResistance" operation="base_add" value=".103" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
</effect_group>
<property class="UMA">
<property name="Mesh" value="armor_cloth_legs"/>
<property name="Overlay0" value="armor_cloth_legs"/>
<property name="Layer" value="3"/>
<property name="UISlot" value="LegArmor"/>
</property>
</item>