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.
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.
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"/>
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.