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Removing xp

Or add it to the quest in the modlet

<reward type="Exp" value="10" />

or set the xp for level to 10000 and the multiplyer to 1 and then replace the 1 Skillpoint with 10 000 XP

Code:
<level max_level="300" exp_to_level="10000" experience_multiplier="1.0" skill_points_per_level="1">
and

Code:
<reward type="Exp" value="10000" />
 
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Well....it looks like by setting the multiplier to 0% it affect everything. Even the giveselfxp 10 command gets reduced to 0 xp lol

 
Looks like I misunderstood. The gamestage does still progress even if I remain at level 1 forever. So no need to even try giveselfxp.

I played through my first day and gave myself my first skill point on the morning of day 2. It was weird to not need to kill zombies but to sometimes forget and kill them from habit. I almost died when I was encumbered and had three lumberjacks around me. It suddenly dawned on me that there was absolutely no reason to not run away and if I wanted my survival point every reason to run and avoid death. So I played it safe and ran.

 
i guess only issue you will have are the levelgates.

Maybe someone has a modlet or a idea.

But very interesting, keep giving feedback. I like gameplays with no casual gamerules

 
i guess only issue you will have are the levelgates.Maybe someone has a modlet or a idea.

But very interesting, keep giving feedback. I like gameplays with no casual gamerules
I usually mod out level gates anyway. I'd rather have no level gates and play around with the skill point economy if necessary. I was also thinking that tier one quests would just award dukes and rewards but then starting with tier 3 they could also reward with a skill point. But that is something to be tested. I'm also considering increasing the loot drop chance slightly. Not enough to make me want to hunt down zombies but enough so that you might typically expect to get a loot bag or two when clearing a POI and maybe 5 or so during a blood moon horde.

 
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This is what I imagine you are saying...

All experience is shut off to 0 (you already know where this is)

turn experience to level to 1 pnt
New deathbuff created

lasts for 24 hours and is incurable
At 6am event is triggered

if death buff on character than
event(sad) triggered



play sad music and nothing else happens



if no death buff on character then
buff(experience) turns on and 1 point is given to character which levels them, this needs to overide the place you shut off the experience for the duration of buff(experience)



buff(experience) activates happy jingle



buff(experience) turns off.



 
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Skill points can be given via quest, I'm just not sure how to trigger that on new day.

Now LEVELS per day might be do-able since A17.2 now has this...

Code:
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$LastPlayerLevel" operation="add" value="1">
<requirement name="PlayerLevel" target="self" operation="GT" value="@$LastPlayerLevel"/>
</triggered_effect>
And we also have this in the buffs file for notes...

Code:
	//onGameDayStart, //Hook Up
//onGameNightStart, //Hook Up
So we might be able to use a custom buff + duration to get it to tick a level every so many RL hours... because duration is sadly seconds rather than server ticks.

Or you could poke the devs and find out if either of those triggers are hooked up and then we can apply it directly to the player entity. :)

Doing 2 levels every 3 days might be a little more difficult...

 
I've dabbled in the past. But I have extremely limited knowledge. But I also have you guys. :)

 
how about timers? do they exist. set one off day 1 that resets at death. there must be one for debuffs when killed

test at 6am. you must be able to access the game time.

if timer between 24 and 48 hrs give 1 point

if timer over 48 hours give 2

I would have thought this one to be easy. theres that longest life stat along with number of kills and deaths etc, maybe that can be accessed at 6am for the test

 
how about timers? do they exist. set one off day 1 that resets at death. there must be one for debuffs when killedtest at 6am. you must be able to access the game time.

if timer between 24 and 48 hrs give 1 point

if timer over 48 hours give 2

I would have thought this one to be easy. theres that longest life stat along with number of kills and deaths etc, maybe that can be accessed at 6am for the test
That sounds promising. I'm not sure how to set up a timer or which file to put it in.

 
...how did I not see this thread?

First, glad the community is helping you.

Second, is your first post updated for what you still need?

Third, use a cvar (custom variable) that initializes on your initial spawn (see entityclasses) and tracks either time, or see if days alive is exposed via XML, for your one point a day request. You can get fancy and have death reset the count; programming is just math word problems, you'll be (obviously) fine on the logic, you'll just need help with the usage/format.

Fourth, if you want live help hit up my discord.

https://discord.gg/2jRhpWG

...just use a real account; crater likes to log in via the web app and has like 15 accounts. Tsbx is ocd and will probably ban him soon. :)

- - - Updated - - -

That sounds promising. I'm not sure how to set up a timer or which file to put it in.
Entityclasses initializes all player buffs; use one that sort of matches what you want to do and change a few names. :)

 
So the logic is two buffs... isDead, which turns to 1 onDeath, and 0 onRespawn (or whatever it is).

The second buff is the timer that constantly checks if isDead is 0, and if 1, resets the clock.

That's the logic. Fairly certain there is a buff that tracks deaths because gazz likely uses it for gamestage calculations, assuming it's not still a hard coded variable.

 
This gameplay style sounds like an interesting alternative playstyle. It might make a nice option in the game menus as well. It encourages and rewards survival... maybe the bloodmoon survival can grant an additional point?

I've always felt defending and surviving a bloodmoon should give the player some reward for doing it well.

 
...how did I not see this thread?
First, glad the community is helping you.

Second, is your first post updated for what you still need?

Third, use a cvar (custom variable) that initializes on your initial spawn (see entityclasses) and tracks either time, or see if days alive is exposed via XML, for your one point a day request. You can get fancy and have death reset the count; programming is just math word problems, you'll be (obviously) fine on the logic, you'll just need help with the usage/format.

Fourth, if you want live help hit up my discord.

https://discord.gg/2jRhpWG

...just use a real account; crater likes to log in via the web app and has like 15 accounts. Tsbx is ocd and will probably ban him soon. :)

- - - Updated - - -

Entityclasses initializes all player buffs; use one that sort of matches what you want to do and change a few names. :)
I looked through entityclasses and couldn't make heads or tails of it. Is there a tutorial on creating cvars that I could watch? I don't even know if I'm at a high enough level to be able to chat with you live and be able to understand. I need some basic learning first.

Okay I found this line in the Male Player Entity section:

<triggered_effect trigger="onSelfRespawn" action="AddBuff" target="self" buff="buffStatusCheck,buffPerkAbilityUpdate,buffNearDeathTraumaTrigger"/>

And I figure I would need to add something like buffPerkPointBlock that has a 24hr timer. That would block me from getting a perk point in the morning if I respawned after death anytime during the previous day. Don't know how to create that buff or tie it in with a timer.

 
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This gameplay style sounds like an interesting alternative playstyle. It might make a nice option in the game menus as well. It encourages and rewards survival... maybe the bloodmoon survival can grant an additional point?
I've always felt defending and surviving a bloodmoon should give the player some reward for doing it well.

If this mod gets made, I definitely want to do a YT series with it. Sounds awesome.
So far it has been a lot of fun. I keep having to remind myself that I don't have to kill the zombies. It makes zero difference if I do or if I don't. I'm going to progress as a character either way and will in fact get a 24 hour delay in my progress if I get myself killed.

Now, I'm one who naturally does whatever I want to do regardless of whether it showers me with xp or not. I would be interested to see how some of our most avowed efficiency speedsters would make of it. (obviously adjust the settings to 10 minute days...heheh)

 
Just join the damn live chat and get the damn answers you need damn live damn it. =)

...but yeh you're on the right track. Cvar's aren't my specialty, but there are a few others who work with them (Khaine comes to mind).

 
Okay okay I’ll join it next opportunity. It’s a bit intimidating to talk live about stuff I know so little about.

 
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