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Problems to designate a bad buff after the good

Darkaft

New member
Good to all of you, first of all thanks to the one who gets to help me.

I'm making special drinks for my barre mod, and among them there are two very good drinks, but I also want you to have the consequences of certain debuffs, leg breakage, infection, arm break, etc.

Until then I have programmed a buff and a debuff but I would like to know how to make that when the buff ends, the next one is activated that is the game in these labels but I think I'm doing something wrong with them.

Code:
<triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" target="self" buff="buffZombieCabreado" />
<triggered_effect trigger="onSelfBuffStart" action="AddBuff" target="self" buff="buffZombieCabreadoEffect" />
<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="25"/>
The buff would be buffZombieCabreado and the debuff buffZombieCabreadoEffect

These lines would be at the end of the good buff code to activate the bad buff or debuff. I know that it is played with those labels but I would not know the order or that I do badly.

Thank you very much to anyone who can help me.

 
Oh it works, I got it fixed, if it was a mess of the labels and in the end I was alone.

In case someone is making items for items with buff and debuff, maybe you might be interested in these lines. It's finishing the buff and starting the debuff. Just in case.

Code:
<effect_group>
		<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffNAMEOFBUFFEffect" />
		<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" target="self" buff="buffNAMEOFBUFFEffect" />
			<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="25"/>
</effect_group>
Thank you.

 
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