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1220
Config/gameevents.xml
Normal file
1220
Config/gameevents.xml
Normal file
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<Config>
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<!-- AcceleratedAnnihiliation -->
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<!--
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<requirement class="HasBuff">
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<property name="buff_name" value="twitch_buffDistort" param1="hasbuff" />
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<property name="invert" value="true" />
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</requirement>
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-->
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<insertAfter xpath="/gameevents/action_sequence[@name='action_block_DowngradedTo']">
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<action_sequence name="tier2_accelerated_annihiliation_start">
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<!--<action class="AddChatMessage">
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<property name="text" value="tier2_accelerated_annihiliation_start"/>
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</action>-->
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<!-- reverse order so gold is on top in the display -->
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<action class="AddBuff">
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<property name="buff_name" value="AcceleratedAnnihiliationBronzeBuffTier2"/>
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</action>
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<action class="AddBuff">
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<property name="buff_name" value="AcceleratedAnnihiliationSilverBuffTier2"/>
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</action>
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<action class="AddBuff">
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<property name="buff_name" value="AcceleratedAnnihiliationGoldBuffTier2"/>
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</action>
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</action_sequence>
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<action_sequence name="tier2_accelerated_annihiliation_stop">
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<!--<action class="AddChatMessage">
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<property name="text" value="tier2_accelerated_annihiliation_stop"/>
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</action>-->
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<action class="AddBuff">
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<property name="removes_buff" value="AcceleratedAnnihiliationGoldBuffTier2" param1="removebuff"/>
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</action>
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<action class="AddBuff">
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<property name="removes_buff" value="AcceleratedAnnihiliationSilverBuffTier2" param1="removebuff"/>
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</action>
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<action class="AddBuff">
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<property name="removes_buff" value="AcceleratedAnnihiliationBronzeBuffTier2" param1="removebuff"/>
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</action>
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<action class="BeltTooltip">
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<property name="text" value="Time completed: GOLD!!"/>
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<property name="sound" value="twitch_celebrate"/>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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</action>
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<decision class="If">
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<property name="condition_type" value="All"/>
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<requirement class="CVar">
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<property name="operation" value="Equals"/>
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<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<action class="BeltTooltip">
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<property name="text" value="Time completed: SILVER!"/>
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<property name="sound" value="twitch_celebrate"/>
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</action>
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</decision>
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<decision class="If">
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<property name="condition_type" value="All"/>
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<requirement class="CVar">
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<property name="operation" value="Equals"/>
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<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<requirement class="CVar">
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<property name="operation" value="Equals"/>
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<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<action class="BeltTooltip">
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<property name="text" value="Time completed: BRONZE"/>
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<property name="sound" value="twitch_celebrate"/>
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</action>
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</decision>
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</action_sequence>
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<action_sequence name="tier2_accelerated_annihiliation_reward">
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<!-- refund_inactivity is the magic property that will stop gameevent after 40-50 seconds - set to false to make it run forever -->
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<property name="refund_inactivity" value="false" />
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<!--<action class="AddChatMessage">
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<property name="text" value="reward time!"/>
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</action>-->
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<loop class="While">
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<property name="phase" value="1"/>
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<requirement class="OnQuest">
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<property name="quest" value="tier2_accelerated_annihilation"/>
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</requirement>
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</loop>
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<!-- Gold rewards -->
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<!--<action class="AddChatMessage">
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<property name="text" value="Gold!"/>
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<property name="phase" value="2" />
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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</action>-->
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<action class="AddQuest">
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<property name="quest" value="tier2_accelerated_annihiliation_reward_quest_gold"/>
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<property name="phase" value="2"/>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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</action>
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<!--<action class="AddChatMessage">
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<property name="text" value="Silver!"/>
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<property name="phase" value="3" />
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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</action>-->
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<action class="AddQuest">
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<property name="quest" value="tier2_accelerated_annihiliation_reward_quest_silver"/>
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<property name="phase" value="3"/>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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</action>
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<!--<action class="AddChatMessage">
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<property name="text" value="Bronze!"/>
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<property name="phase" value="4" />
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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</action>-->
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<action class="AddXP">
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<property name="xp_amount" value="2875"/>
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<property name="phase" value="4"/>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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</action>
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<action class="AddItems">
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<property name="phase" value="4"/>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<property name="added_items" value="casinoCoin"/>
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<property name="added_item_counts" value="810"/>
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</action>
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</action_sequence>
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<!-- TIER 2-->
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<action_sequence name="tier3_accelerated_annihiliation_start">
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<!-- reverse order so gold is on top in the display -->
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<action class="AddBuff">
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<property name="buff_name" value="AcceleratedAnnihiliationBronzeBuffTier3"/>
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</action>
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<action class="AddBuff">
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<property name="buff_name" value="AcceleratedAnnihiliationSilverBuffTier3"/>
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</action>
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<action class="AddBuff">
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<property name="buff_name" value="AcceleratedAnnihiliationGoldBuffTier3"/>
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</action>
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</action_sequence>
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<action_sequence name="tier3_accelerated_annihiliation_stop">
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<action class="AddBuff">
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<property name="removes_buff" value="AcceleratedAnnihiliationGoldBuffTier3" param1="removebuff"/>
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</action>
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<action class="AddBuff">
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<property name="removes_buff" value="AcceleratedAnnihiliationSilverBuffTier3" param1="removebuff"/>
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</action>
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<action class="AddBuff">
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<property name="removes_buff" value="AcceleratedAnnihiliationBronzeBuffTier3" param1="removebuff"/>
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</action>
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<action class="BeltTooltip">
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<property name="text" value="Time completed: GOLD!!"/>
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<property name="sound" value="twitch_celebrate"/>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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</action>
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<decision class="If">
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<property name="condition_type" value="All"/>
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<requirement class="CVar">
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<property name="operation" value="Equals"/>
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<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<action class="BeltTooltip">
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<property name="text" value="Time completed: SILVER!"/>
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<property name="sound" value="twitch_celebrate"/>
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</action>
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</decision>
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<decision class="If">
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<property name="condition_type" value="All"/>
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<requirement class="CVar">
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<property name="operation" value="Equals"/>
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<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<requirement class="CVar">
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<property name="operation" value="Equals"/>
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<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<action class="BeltTooltip">
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<property name="text" value="Time completed: BRONZE"/>
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<property name="sound" value="twitch_celebrate"/>
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</action>
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</decision>
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</action_sequence>
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<action_sequence name="tier3_accelerated_annihiliation_reward">
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<!-- refund_inactivity is the magic property that will stop gameevent after 40-50 seconds - set to false to make it run forever -->
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<property name="refund_inactivity" value="false" />
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<loop class="While">
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<property name="phase" value="1"/>
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<requirement class="OnQuest">
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<property name="quest" value="tier3_accelerated_annihilation"/>
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</requirement>
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</loop>
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<!-- Gold rewards -->
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<action class="AddQuest">
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<property name="quest" value="tier3_accelerated_annihiliation_reward_quest_gold"/>
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<property name="phase" value="2"/>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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</action>
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<!-- Silver -->
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<action class="AddQuest">
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<property name="quest" value="tier3_accelerated_annihiliation_reward_quest_silver"/>
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<property name="phase" value="3"/>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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</action>
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<!-- Bronze -->
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<action class="AddXP">
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<property name="xp_amount" value="3750"/>
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<property name="phase" value="4"/>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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</action>
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<action class="AddItems">
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<property name="phase" value="4"/>
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<requirement class="CVar">
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<property name="operation" value="GreaterThan"/>
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<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
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<property name="value" value="0"/>
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</requirement>
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<property name="added_items" value="casinoCoin"/>
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<property name="added_item_counts" value="1125"/>
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</action>
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</action_sequence>
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<!-- TIER 3-->
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<action_sequence name="tier4_accelerated_annihiliation_start">
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<!-- reverse order so gold is on top in the display -->
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<action class="AddBuff">
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<property name="buff_name" value="AcceleratedAnnihiliationBronzeBuffTier4"/>
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</action>
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<action class="AddBuff">
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<property name="buff_name" value="AcceleratedAnnihiliationSilverBuffTier4"/>
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</action>
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<action class="AddBuff">
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<property name="buff_name" value="AcceleratedAnnihiliationGoldBuffTier4"/>
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</action>
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</action_sequence>
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<action_sequence name="tier4_accelerated_annihiliation_stop">
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<action class="AddBuff">
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<property name="removes_buff" value="AcceleratedAnnihiliationGoldBuffTier4" param1="removebuff"/>
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</action>
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<action class="AddBuff">
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<property name="removes_buff" value="AcceleratedAnnihiliationSilverBuffTier4" param1="removebuff"/>
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</action>
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<action class="AddBuff">
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<property name="removes_buff" value="AcceleratedAnnihiliationBronzeBuffTier4" param1="removebuff"/>
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</action>
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<action class="BeltTooltip">
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<property name="text" value="Time completed: GOLD!!"/>
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<property name="sound" value="twitch_celebrate"/>
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||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
|
||||
|
||||
<decision class="If">
|
||||
<property name="condition_type" value="All"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="Equals"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<action class="BeltTooltip">
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||||
<property name="text" value="Time completed: SILVER!"/>
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||||
<property name="sound" value="twitch_celebrate"/>
|
||||
</action>
|
||||
</decision>
|
||||
|
||||
<decision class="If">
|
||||
<property name="condition_type" value="All"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="Equals"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="Equals"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<action class="BeltTooltip">
|
||||
<property name="text" value="Time completed: BRONZE"/>
|
||||
<property name="sound" value="twitch_celebrate"/>
|
||||
</action>
|
||||
</decision>
|
||||
</action_sequence>
|
||||
<action_sequence name="tier4_accelerated_annihiliation_reward">
|
||||
<!-- refund_inactivity is the magic property that will stop gameevent after 40-50 seconds - set to false to make it run forever -->
|
||||
<property name="refund_inactivity" value="false" />
|
||||
<loop class="While">
|
||||
<property name="phase" value="1"/>
|
||||
<requirement class="OnQuest">
|
||||
<property name="quest" value="tier4_accelerated_annihilation"/>
|
||||
</requirement>
|
||||
</loop>
|
||||
<!-- Gold rewards -->
|
||||
<action class="AddQuest">
|
||||
<property name="quest" value="tier4_accelerated_annihiliation_reward_quest_gold"/>
|
||||
<property name="phase" value="2"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
<!-- Silver -->
|
||||
<action class="AddQuest">
|
||||
<property name="quest" value="tier4_accelerated_annihiliation_reward_quest_silver"/>
|
||||
<property name="phase" value="3"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
|
||||
<!-- Bronze -->
|
||||
<action class="AddXP">
|
||||
<property name="xp_amount" value="4625"/>
|
||||
<property name="phase" value="4"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
<action class="AddItems">
|
||||
<property name="phase" value="4"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<property name="added_items" value="casinoCoin"/>
|
||||
<property name="added_item_counts" value="1250"/>
|
||||
</action>
|
||||
</action_sequence>
|
||||
<!-- TIER 4-->
|
||||
<action_sequence name="tier5_accelerated_annihiliation_start">
|
||||
<!-- reverse order so gold is on top in the display -->
|
||||
<action class="AddBuff">
|
||||
<property name="buff_name" value="AcceleratedAnnihiliationBronzeBuffTier5"/>
|
||||
</action>
|
||||
<action class="AddBuff">
|
||||
<property name="buff_name" value="AcceleratedAnnihiliationSilverBuffTier5"/>
|
||||
</action>
|
||||
<action class="AddBuff">
|
||||
<property name="buff_name" value="AcceleratedAnnihiliationGoldBuffTier5"/>
|
||||
</action>
|
||||
</action_sequence>
|
||||
<action_sequence name="tier5_accelerated_annihiliation_stop">
|
||||
<action class="AddBuff">
|
||||
<property name="removes_buff" value="AcceleratedAnnihiliationGoldBuffTier5" param1="removebuff"/>
|
||||
</action>
|
||||
<action class="AddBuff">
|
||||
<property name="removes_buff" value="AcceleratedAnnihiliationSilverBuffTier5" param1="removebuff"/>
|
||||
</action>
|
||||
<action class="AddBuff">
|
||||
<property name="removes_buff" value="AcceleratedAnnihiliationBronzeBuffTier5" param1="removebuff"/>
|
||||
</action>
|
||||
|
||||
<action class="BeltTooltip">
|
||||
<property name="text" value="Time completed: GOLD!!"/>
|
||||
<property name="sound" value="twitch_celebrate"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
|
||||
|
||||
<decision class="If">
|
||||
<property name="condition_type" value="All"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="Equals"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<action class="BeltTooltip">
|
||||
<property name="text" value="Time completed: SILVER!"/>
|
||||
<property name="sound" value="twitch_celebrate"/>
|
||||
</action>
|
||||
</decision>
|
||||
|
||||
<decision class="If">
|
||||
<property name="condition_type" value="All"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="Equals"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="Equals"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<action class="BeltTooltip">
|
||||
<property name="text" value="Time completed: BRONZE"/>
|
||||
<property name="sound" value="twitch_celebrate"/>
|
||||
</action>
|
||||
</decision>
|
||||
</action_sequence>
|
||||
<action_sequence name="tier5_accelerated_annihiliation_reward">
|
||||
<!-- refund_inactivity is the magic property that will stop gameevent after 40-50 seconds - set to false to make it run forever -->
|
||||
<property name="refund_inactivity" value="false" />
|
||||
<loop class="While">
|
||||
<property name="phase" value="1"/>
|
||||
<requirement class="OnQuest">
|
||||
<property name="quest" value="tier5_accelerated_annihilation"/>
|
||||
</requirement>
|
||||
</loop>
|
||||
<!-- Gold rewards -->
|
||||
<action class="AddQuest">
|
||||
<property name="quest" value="tier5_accelerated_annihiliation_reward_quest_gold"/>
|
||||
<property name="phase" value="2"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
<!-- Silver -->
|
||||
<action class="AddQuest">
|
||||
<property name="quest" value="tier5_accelerated_annihiliation_reward_quest_silver"/>
|
||||
<property name="phase" value="3"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
<!-- Bronze -->
|
||||
<action class="AddXP">
|
||||
<property name="xp_amount" value="9250"/>
|
||||
<property name="phase" value="4"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
<action class="AddItems">
|
||||
<property name="phase" value="4"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<property name="added_items" value="casinoCoin"/>
|
||||
<property name="added_item_counts" value="2400"/>
|
||||
</action>
|
||||
</action_sequence>
|
||||
<!-- TIER 5-->
|
||||
<action_sequence name="tier6_accelerated_annihiliation_start">
|
||||
<!-- reverse order so gold is on top in the display -->
|
||||
<action class="AddBuff">
|
||||
<property name="buff_name" value="AcceleratedAnnihiliationBronzeBuffTier6"/>
|
||||
</action>
|
||||
<action class="AddBuff">
|
||||
<property name="buff_name" value="AcceleratedAnnihiliationSilverBuffTier6"/>
|
||||
</action>
|
||||
<action class="AddBuff">
|
||||
<property name="buff_name" value="AcceleratedAnnihiliationGoldBuffTier6"/>
|
||||
</action>
|
||||
</action_sequence>
|
||||
<action_sequence name="tier6_accelerated_annihiliation_stop">
|
||||
<action class="AddBuff">
|
||||
<property name="removes_buff" value="AcceleratedAnnihiliationGoldBuffTier6" param1="removebuff"/>
|
||||
</action>
|
||||
<action class="AddBuff">
|
||||
<property name="removes_buff" value="AcceleratedAnnihiliationSilverBuffTier6" param1="removebuff"/>
|
||||
</action>
|
||||
<action class="AddBuff">
|
||||
<property name="removes_buff" value="AcceleratedAnnihiliationBronzeBuffTier6" param1="removebuff"/>
|
||||
</action>
|
||||
|
||||
<action class="BeltTooltip">
|
||||
<property name="text" value="Time completed: GOLD!!"/>
|
||||
<property name="sound" value="twitch_celebrate"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
|
||||
|
||||
<decision class="If">
|
||||
<property name="condition_type" value="All"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="Equals"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<action class="BeltTooltip">
|
||||
<property name="text" value="Time completed: SILVER!"/>
|
||||
<property name="sound" value="twitch_celebrate"/>
|
||||
</action>
|
||||
</decision>
|
||||
|
||||
<decision class="If">
|
||||
<property name="condition_type" value="All"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="Equals"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="Equals"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<action class="BeltTooltip">
|
||||
<property name="text" value="Time completed: BRONZE"/>
|
||||
<property name="sound" value="twitch_celebrate"/>
|
||||
</action>
|
||||
</decision>
|
||||
</action_sequence>
|
||||
<action_sequence name="tier6_accelerated_annihiliation_reward">
|
||||
<!-- refund_inactivity is the magic property that will stop gameevent after 40-50 seconds - set to false to make it run forever -->
|
||||
<property name="refund_inactivity" value="false" />
|
||||
<loop class="While">
|
||||
<property name="phase" value="1"/>
|
||||
<requirement class="OnQuest">
|
||||
<property name="quest" value="tier6_accelerated_annihilation"/>
|
||||
</requirement>
|
||||
</loop>
|
||||
<!-- Gold rewards -->
|
||||
<action class="AddQuest">
|
||||
<property name="quest" value="tier6_accelerated_annihiliation_reward_quest_gold"/>
|
||||
<property name="phase" value="2"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationGoldBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
<!-- Silver -->
|
||||
<action class="AddQuest">
|
||||
<property name="quest" value="tier6_accelerated_annihiliation_reward_quest_silver"/>
|
||||
<property name="phase" value="3"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationSilverBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
<!-- Bronze -->
|
||||
<action class="AddXP">
|
||||
<property name="xp_amount" value="15000"/>
|
||||
<property name="phase" value="4"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
</action>
|
||||
<action class="AddItems">
|
||||
<property name="phase" value="4"/>
|
||||
<requirement class="CVar">
|
||||
<property name="operation" value="GreaterThan"/>
|
||||
<property name="cvar" value="AcceleratedAnnihiliationBronzeBuffCvar"/>
|
||||
<property name="value" value="0"/>
|
||||
</requirement>
|
||||
<property name="added_items" value="casinoCoin"/>
|
||||
<property name="added_item_counts" value="4500"/>
|
||||
</action>
|
||||
</action_sequence>
|
||||
|
||||
</insertAfter>
|
||||
</Config>
|
||||
<!--
|
||||
|
||||
Game Events - These events are each a sequence of actions with Requirements.
|
||||
action_type - The type of action sequence. (TwitchAction, TwitchVote, Game)
|
||||
target_type - The target type of the action sequence. (Entity, POI, Block)
|
||||
allow_while_dead - If the event should continue even when the target has died.
|
||||
|
||||
Requirements:
|
||||
Requirements can be used for either the event itself or a single action in the event. These also control the while loop.
|
||||
|
||||
CVar - Checks if the Target has a cvar set.
|
||||
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
|
||||
cvar - The cvar to check.
|
||||
value - The value to check the cvar for.
|
||||
|
||||
FullHealth - Checks if the Target has full health.
|
||||
|
||||
Gamestage - Checks the gamestage of the player
|
||||
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
|
||||
game_stage - The gamestage number to check for.
|
||||
|
||||
GameStatBool - Checks the boolean gamestate of the game.
|
||||
gamestat - The gamestat name to test.
|
||||
|
||||
GameStatFloat - Checks the float gamestate of the game.
|
||||
GameStatInt - Checks the integer gamestate of the game.
|
||||
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
|
||||
gamestat - The gamestat name to test.
|
||||
|
||||
GroupLiveCount - Checks the number of live entities in the target_group.
|
||||
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
|
||||
target_group - The group to test.
|
||||
count - The value to check.
|
||||
|
||||
HasBuff - Checks if the Target has a buff.
|
||||
buff_name - The name of the buff to check for.
|
||||
|
||||
HasBuffByTag - Checks if the Target has any buff by tag.
|
||||
buff_tags - The name of the buff tags to check for.
|
||||
|
||||
HasSpawnedEntities - Check if there are spawned entities.
|
||||
entity_tags - The entity tags of the spawned entities.
|
||||
target_only - If the spawned entities must be spawns of the Target.
|
||||
|
||||
InBiome - Checks if the Target is in one of the specified biomes.
|
||||
biomes - The comma delimited list of biomes to check for.
|
||||
|
||||
InPOI - Checks if the Target is in the specified POI.
|
||||
name - The name of the POI.
|
||||
tier - The tier of the POI.
|
||||
tags - The tags of the POI.
|
||||
|
||||
InQuestZone - Checks if the target is in a quest zone.
|
||||
|
||||
InSafeZone - Checks if the target is in a safe zone.
|
||||
|
||||
InVehicle - Checks if the target is in a vehicle.
|
||||
|
||||
IsIndoors - Checks if the player is indoors
|
||||
invert - can be used to check if they are not indoors.
|
||||
|
||||
IsTwitchActive - Checks if the target has twitch integration on.
|
||||
|
||||
NearbyEntities - Check if the Target has nearby entities.
|
||||
entity_tags - The entity tags of the nearby entities. (If no tag is supplied, defaults to any enemies or animals)
|
||||
max_distance - The maximum distance to check for nearby entities.
|
||||
target_is_owner - If the vehicle/turret is owned by the target.
|
||||
|
||||
OnQuest - Check if the Target is on a quest.
|
||||
quest - The name of the quest. If not specified then it checks that you have an active quest.
|
||||
|
||||
Progression - Checks the target's progression
|
||||
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
|
||||
name - The progression name to check (Skill,Perk,Book,Crafting)
|
||||
value - The value to check.
|
||||
|
||||
RandomRoll - Checks the value against a random roll.
|
||||
min_max - The numbers to check between.
|
||||
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
|
||||
value - The value to check the number with.
|
||||
|
||||
VarFloat - Checks the float variable in the game event.
|
||||
VarInt - Checks the integer variable in the game event.
|
||||
operation - Allows for checking common (None, Equals, NotEquals, Less, LessThan, LT, Greater, GreaterThan, GT, LessOrEqual, LessThanOrEqualTo, LTE, GreaterOrEqual, GreaterThanOrEqualTo, GTE)
|
||||
var_name - The variable to test.
|
||||
|
||||
Common Properties for all Actions:
|
||||
Phase - This is the phase that the action runs in.
|
||||
|
||||
Target Actions:
|
||||
Most actions can be supplied a target_group for the actions. These actions listed below will add entities to those groups.
|
||||
|
||||
AddClosestEntityToGroup - Adds the closest entity to the group.
|
||||
AddEntitiesToGroup - Adds all entities to the group with the defined criteria.
|
||||
group_name - The group to add to. This can be any name you want to define.
|
||||
entity_tags - The entity tags to search for. (If no tag is supplied, defaults to any enemies or animals)
|
||||
max_distance - The distance from the target.
|
||||
twitch_negative - This defines if the twitch disabled targets can be added or not. Note: Players are considered twitch disabled when they die.
|
||||
target_is_owner - If the vehicle/turret is owned by the target.
|
||||
y_height (AddEntitiesToGroup) - overrides the height used.
|
||||
exclude_target - Excludes the target from the entities.
|
||||
allow_player - Allows the entity to be a player.
|
||||
|
||||
AddPartyToGroup - Adds the party members of the Target to the group.
|
||||
group_name - The group to add to. This can be any name you want to define.
|
||||
twitch_negative - This defines if the twitch disabled targets can be added or not. Note: Players are considered twitch disabled when they die.
|
||||
exclude_target - Excludes the target of the action.
|
||||
exclude_twitch_active - Excludes any one that is streaming other than the target.
|
||||
|
||||
AddPlayerToGroup - Adds the specified party member to the group. (NOTE: They must be in the target's party.)
|
||||
player_name - The name of the party member to add.
|
||||
group_name - The group to add to. This can be any name you want to define.
|
||||
twitch_negative - This defines if the twitch disabled targets can be added or not. Note: Players are considered twitch disabled when they die.
|
||||
|
||||
AddSpawnedEntitiesToGroup - Adds all the spawned enemies to the group.
|
||||
group_name - The group to add to. This can be any name you want to define.
|
||||
entity_tags - The entity tags to search for.
|
||||
target_only - If the zombies must be spawned on the target or any zombies that have been spawned.
|
||||
|
||||
ClearGroup - Clears all the entities in a group.
|
||||
group_name - The group to clear.
|
||||
|
||||
Player Actions:
|
||||
Common Properties:
|
||||
target_group - The target group to target for this action.
|
||||
|
||||
AddBuff - Adds the buff to target or target_group.
|
||||
buff_name - The buff to add to the target.
|
||||
removes_buff - If this buff is active, remove it instead of adding the defined buff.
|
||||
alt_vision_buff_name - If this is defined then if someone has "Allow Vision Effects" set to false, it will apply this buff instead.
|
||||
check_already_exists - Checks to see if it already exists before allowing the buff to be added.
|
||||
|
||||
AddChatMessage - Adds a message the the player's chat.
|
||||
text - The text to show.
|
||||
text_key - the localized key of the text to show.
|
||||
|
||||
AddItemDurability - Adds durability to items on your player.
|
||||
items_location - The location that is affected by this. Can be comma delimited. (Toolbelt, Backpack, Equipment, Held).
|
||||
items_tags - The tag of the items you want affected by this.
|
||||
amount - the amount of durability to add.
|
||||
is_percent - If the amount is a percent.
|
||||
count_type - The type of count to use (Items,Slots)
|
||||
count - The count of items to add durability to, if you don't specify a count it will add durability to all.
|
||||
|
||||
AddItems - Adds items to your player.
|
||||
added_items - Comma delimited list for items to be added. Must have matching entry in the added_item_counts.
|
||||
added_item_counts - Comma delimited list for item counts to be added. Must have matching entry in the added_items.
|
||||
|
||||
AddJournalTip - Adds a journal tip to the player.
|
||||
tip_name - Name of the journal tip.
|
||||
show_window - Should it show the pop up tip window.
|
||||
|
||||
AddQuest - Adds a quest to the player.
|
||||
quest - Quest added for player.
|
||||
|
||||
AddRandomBuff - Adds a random buff to the target or target_group
|
||||
buff_names - The list of buffs to randomly pick from to add to the target.
|
||||
removes_buff - If this buff is active, remove it instead of adding the defined buff.
|
||||
|
||||
AddSkillPoints - Adds x amount of skill points to the target or target_group.
|
||||
skill_points - The amount of skill points to add.
|
||||
|
||||
AddXP - Adds x amount of XP to the target or target_group.
|
||||
xp_amount - The amount of XP to add.
|
||||
|
||||
AddXPDeficit - Adds an XP deficit to the target player.
|
||||
xp_amount - The amount of XP Deficit to add.
|
||||
|
||||
BeltTooltip - Shows a belt tooltip.
|
||||
text - Text to show.
|
||||
text_key - Localization key to show.
|
||||
sound - Sound that can play with the toolbelt message.
|
||||
|
||||
CallGameEvent - Calls another game event from this game event.
|
||||
NOTE: This could cause an issue if you accidentally cause too many events to be fired. Be very careful when using this.
|
||||
game_events - The list of game events to pick from. This will pick a single one at random. This can be used like a mystery random event.
|
||||
|
||||
CloseWindow - Closes the specified window.
|
||||
window - The window to close. If no window is specified, close all windows.
|
||||
|
||||
Delay - Used to put a delay in between actions. Common use is to put this in it's own phase so that phase is delayed until this is done.
|
||||
time - The time to delay.
|
||||
|
||||
DestroySafeZone - Destroys the safe zone area.
|
||||
destruction_type - The type of destruction to do. This can be a comma delimited list that it chooses randomly from.
|
||||
(Cube, Sphere, Cylinder, LandClaimOnly)
|
||||
new_name - The name to show on the signs around the crater. You can use {viewer} for the viewer who triggered it.
|
||||
|
||||
DropHeldItem - Drops the held item for the target.
|
||||
|
||||
DropItems - Drops the items for the target.
|
||||
items_location - The location that is affected by this. Can be comma delimited. (Toolbelt, Backpack, Equipment, Held).
|
||||
items_tags - The tag of the items you want drop.
|
||||
drop_sound - The sound to play when the drop happens.
|
||||
replaced_by_item - The item to replace the dropped item with.
|
||||
count_type - The type of count to use (Items,Slots)
|
||||
count - The count of items to drop, if you don't specify a count it will drop all.
|
||||
|
||||
EjectFromVehicle - Causes the targets to be ejected from the vehicle.
|
||||
|
||||
EmptyContainers - Empties all containers / workstations
|
||||
targeting_type - SafeZone or Distance
|
||||
new_name - The name to show on sign boxes. You can use {viewer} for the viewer who triggered it.
|
||||
include_fuel - Includes any fuel for the workstation.
|
||||
include_inputs - Includes the input areas for the workstations. Forge smelted materials is an example.
|
||||
include_outputs - Includes the output areas for workstations. (Will clear recipe queue)
|
||||
include_tools - Includes any tools on the workstation. (Will clear recipe queue)
|
||||
|
||||
EnemyToCrawler - Forces the targets to be crawlers. (Does not work on player)
|
||||
|
||||
Explode - Causes an explosion on the target.
|
||||
blast_power - Power of the blast.
|
||||
block_damage - Amount of damage done to the blocks.
|
||||
block_radius - The radius of the block damage.
|
||||
block_tags - The blocks that are affected by the block damage.
|
||||
entity_damage - Amount of damage done to the entities.
|
||||
entity_radius - The radius of the entity damage.
|
||||
particle_index - The particle index of the explosion.
|
||||
|
||||
FailQuest - Causes an active quest to fail.
|
||||
quest - Name of the active quest to fail.
|
||||
remove_quest - Removes the quest from the list on fail.
|
||||
|
||||
FillSafeZone - Fills the safe zone with a specified block.
|
||||
fill_type - The shape which it fills the land claim area. This can be a comma delimited list that it chooses randomly from.
|
||||
(Cube, Sphere, Cylinder, and Pyramid)
|
||||
destroy_claim - If the land claim should be destroyed (Defaults to false).
|
||||
block - The block to fill the land claim with. Defaults to terrDirtTwitch
|
||||
new_name - The name to show on the signs around the filled base. You can use {viewer} for the viewer who triggered it.
|
||||
block_tags - The tags of blocks to replace.
|
||||
|
||||
FlipRotation - Changes the direction the player is facing to behind them.
|
||||
|
||||
GetNearbyPoint - Sets a target point that can be used for spawning multiple zombies together.
|
||||
min_distance - The minimum distance from target.
|
||||
max_distance - The maximum distance fromt target.
|
||||
safe_spawn - If the point can happen in a safe zone.
|
||||
air_spawn - This defines if it should complete a ground check to see if the point is valid. Vultures use this to allow spawning in flight.
|
||||
yOffset - This allows the point to be offset on the y.
|
||||
|
||||
GetLandClaimPosition - Sets a target point for the nearby land claim.
|
||||
|
||||
Kill - Kills the target or target_group
|
||||
|
||||
ModifyCVar - Modifies the value of a CVar.
|
||||
cvar - The cvar to set.
|
||||
value - The value to set the CVar to.
|
||||
operation - what operation should happen (Set, Add, Subtract, Multiply)
|
||||
|
||||
ModifyEntityStat - Modifies the an entity stat of the target or target_group.
|
||||
stat - The stat to modify (Health, Stamina, Food, Water)
|
||||
value - The value to set the CVar to.
|
||||
operation - what operation should happen (Set, Add, Subtract, Multiply)
|
||||
|
||||
PauseBuff - Pauses a buff which stops the updates and hides the icon.
|
||||
buff_tags - The buff tags of which buffs to pause.
|
||||
state - If it's paused or not. (true/false)
|
||||
|
||||
PlaySound - Play a sound for the target.
|
||||
sound - Name of the sound to play.
|
||||
inside_head - If the sound plays in the head of the target.
|
||||
behind_player - If the sound should pick a spot behind the player. (Does not work with inside_head.)
|
||||
loop_duration - If it's a looping sound, only play for this many seconds.
|
||||
|
||||
PrimeEntity - Primes the cop/demo zombie's explosive to explode in the specified seconds.
|
||||
override_time - The number of seconds from when it starts the beep to when it explodes.
|
||||
min_override_time - The minimum amount of time for the random explosion time.
|
||||
max_override_time - The maximum amount of time for the random explosion time.
|
||||
|
||||
PullEntities - Forces all entities to respawn around the target.
|
||||
target_group - The group to pull to the Target. (This is different then most uses so the property name may change.)
|
||||
min_distance - minimum distance they can spawn.
|
||||
max_distance - maximum distance they can spawn.
|
||||
pull_sound - sound that is played when an entity is pulled.
|
||||
|
||||
PushEntity - Pushes the player/zombie in a direction the specified distance.
|
||||
direction - The direction to push the entity. (Random, Forward, Backward, Right, Left)
|
||||
distance - The distance to push the entity.
|
||||
|
||||
Ragdoll - Ragdolls the target or target_group
|
||||
stun_duration - The stun duration applied to the target/target_group.
|
||||
|
||||
RandomCVar - Modifies the value of a CVar with a random value.
|
||||
cvar - The cvar to set.
|
||||
min_value - The min value to set the CVar to.
|
||||
max_value - The max value to set the CVar to.
|
||||
operation - what operation should happen (Set, Add, Subtract, Multiply)
|
||||
|
||||
RandomDelay - Delay with a random value.
|
||||
min_time - minimum amount of time the delay can be.
|
||||
max_time - maximum amount of time the delay can be.
|
||||
|
||||
RandomizeRotation - Randomizes the rotation of the player on the y.
|
||||
|
||||
RandomTeleport - Randomly teleports the target/target_group.
|
||||
min_distance - minimum distance they can teleport.
|
||||
max_distance - maximum distance they can teleport.
|
||||
|
||||
RemoveBuff - Removes the specified buff.
|
||||
buff_name - The name of the buff that should be removed.
|
||||
|
||||
RemoveEntities - Removes the target_group entities. This will probably throw a huge error if you try it on the Target.
|
||||
|
||||
RemoveItems - Removes the items from the player.
|
||||
items_location - The location that is affected by this. Can be comma delimited. (Toolbelt, Backpack, Equipment, Held).
|
||||
items_tags - The tag of the items you want removed.
|
||||
count_type - The type of count to use (Items,Slots)
|
||||
count - The count of items to replace, if you don't specify a count it will remove all.
|
||||
|
||||
RemoveSpawnedBlocks - Removes all spawned blocks.
|
||||
target_only - Remove only for the target.
|
||||
|
||||
RemoveVehicles - Removes a vehicles/turrets from the world.
|
||||
return_items - places all items from the vehicle on the ground in a bag.
|
||||
include_vehicle - includes the vehicle itself in the bag on the ground.
|
||||
|
||||
ReplaceBuff - Replaces a single buff with another buff.
|
||||
replace_buff - The buff to be replaced.
|
||||
replace_with_buff - The buff to replace the replaced buff with.
|
||||
|
||||
ReplaceEntities - Replaces the target_group entities. This will probably throw a huge error if you try it on the Target.
|
||||
entity_names - The entity to replace the target_group with. If more than one it will choose one at random.
|
||||
single_choice - If more than one entity is being replaced, only choose the zombie type once and use it for all.
|
||||
|
||||
ReplaceItems - Replaces the specified items with another item.
|
||||
items_location - The location that is affected by this. Can be comma delimited. (Toolbelt, Backpack, Equipment, Held).
|
||||
replaced_by_item - The item that you replace the tagged items with.
|
||||
items_tags - The item tag for the items that should be replaced.
|
||||
count_type - The type of count to use (Items,Slots)
|
||||
count - The count of items to replace, if you don't specify a count it will replace all.
|
||||
|
||||
ReplaceItemsContainers - Replaces the contents of nearby containers or containers in the land claim.
|
||||
targeting_type - SafeZone or Distance
|
||||
new_name - The name to show on sign boxes. You can use {viewer} for the viewer who triggered it.
|
||||
max_distance - maximum distance of the containers.
|
||||
include_outputs - Includes the output areas for workstations. (Will clear recipe queue)
|
||||
replaced_by_item - The item that you replace the tagged items with.
|
||||
items_tags - The item tag for the items that should be replaced.
|
||||
|
||||
ResetPlayerData - Resets the player back to level one and optionally removes all landclaims / bedrolls.
|
||||
reset_skills - Resets your skills back to 1.
|
||||
reset_levels - Resets the level back to 1 (automatically resets skills if selected).
|
||||
reset_crafting - Resets your crafting levels back to 1.
|
||||
reset_books - Resets all book perks back to 0.
|
||||
remove_landclaims - Removes all land claims.
|
||||
remove_bedroll - Removes the bedroll for the player.
|
||||
|
||||
RespawnEntities - Respawns all dead entities from the supplied target_group.
|
||||
target_group - The group of entities to respawn.
|
||||
is_multi - Should this run continuously or one time.
|
||||
respawn_sound - Sound played when an entity is respawned.
|
||||
|
||||
SetFuel - Sets the fuel of the targeted vehicles.
|
||||
target_group - The group of vehicles to interact with.
|
||||
setting_type - Which operation it should complete with the vehicles. (Remove, Fill)
|
||||
|
||||
SetHordeNight - Sets the next hordnight to today.
|
||||
day_offset - How many days from the current game day is the horde night.
|
||||
keep_bm_day - Keeps the previous blood moon day.
|
||||
|
||||
SetScreenEffect - Sets the screen effect for the local player.
|
||||
screen_effect - The screen effect to set.
|
||||
intensity - The intensity of the screen effect.
|
||||
fade_time - The amount of time it takes to fade to that intensity in seconds.
|
||||
|
||||
SetWeather - Sets the global weather to the defined weather group.
|
||||
weather_group - The weather group to set the world to.
|
||||
|
||||
ShuffleContainers - Shuffles the contents of all nearby block containers. NOTE: This could make players very angry. Try to use with caution.
|
||||
targeting_type - SafeZone or Distance
|
||||
new_name - The name to show on sign boxes. You can use {viewer} for the viewer who triggered it.
|
||||
max_distance - maximum distance of the containers.
|
||||
include_outputs - Includes the output areas for workstations. (Will clear recipe queue)
|
||||
|
||||
ShuffleItems - Shuffles the contents of the target's backpack / toolbelt.
|
||||
items_location - the locations to shuffle (Backpack, Toolbelt)
|
||||
|
||||
SpawnContainer - Spawns a container on the ground. (Handles the crate sharing code)
|
||||
SpawnEntity - Spawns an entity on the ground.
|
||||
entity_names - The entities to spawn. If more than one it will choose one at random.
|
||||
entity_group - The entity group to spawn from. (This cannot be used with entity_names)
|
||||
single_choice - If more than one entity is being spawned, only choose the random choice once.
|
||||
spawn_count - The number of entities to spawn.
|
||||
min_distance - The minimum distance to spawn.
|
||||
max_distance - The maximum distance to spawn.
|
||||
safe_spawn - If the spawn can happen in a safe zone.
|
||||
target_group - Can be used to spawn on a group of players such as the party.
|
||||
add_to_group - Adds the spawned entities to the specified group. (Probably should rename this to avoid confusion)
|
||||
attack_target - If the spawn should immediately attack the target. (Doesn't work for crates or animals that don't attack.)
|
||||
air_spawn - This defines if it should complete a ground check to see if it should spawn. Vultures use this to allow spawning in flight.
|
||||
yOffset - This allows the spawn to be offset on the y.
|
||||
spawn_type - The spawn type (NearTarget, Position, NearPosition, WanderingHorde)
|
||||
clear_position_on_complete - Clears the target position on completion.
|
||||
|
||||
Teleport - teleports target to defined location or offset.
|
||||
target_position - The position/offset to teleport the target to.
|
||||
offset_type - None: teleports to a world position.
|
||||
Relative: teleports relative to your position.
|
||||
World: teleports relative to the world based on your position.
|
||||
|
||||
TeleportNearby - Teleports target to defined nearby location (use GetNearbyPoint).
|
||||
|
||||
TeleportToSpecial - teleports the target to special location. (Only works for players.)
|
||||
special_type - this can be Bedroll, Landclaim, or Backpack.
|
||||
|
||||
TeleportToTarget - teleports the target to a target.
|
||||
target_group - Target group to teleport to target. (Defaults to action target)
|
||||
teleport_to_group - Target to teleport to. If more than one in the group, teleport to a random one.
|
||||
(Defaults to action target)
|
||||
min_distance - The minimum distance to teleport.
|
||||
max_distance - The maximum distance to teleport.
|
||||
safe_spawn - If the teleport can happen in a safe zone.
|
||||
air_spawn - This defines if it should complete a ground check to see if it should teleport.
|
||||
yOffset - This allows the teleport to be offset on the y.
|
||||
|
||||
TimeChange - moves time forward or back based on the time_preset and the offset.
|
||||
time_preset - sets the time to a predefined time (Current, Morning, Noon, Night, NextMorning, NextNoon, NextNight, HordeNight)
|
||||
min_time - minimum amount of time to move time based off the time_preset.
|
||||
max_time - maximum amount of time to move time based off the time_preset.
|
||||
|
||||
WaitForDead - Similar to the Delay, this doesn't move to the next phase until the specified target_group is all dead.
|
||||
phase_on_despawn - the phase to go to if one of the targets is despawned.
|
||||
|
||||
Block Actions:
|
||||
Common Properties:
|
||||
min_offset - minimum range for the offsets.
|
||||
max_offset - maximum range for the offsets.
|
||||
spacing - spacing between each block action.
|
||||
inner_offset - how much space from the center to exclude.
|
||||
random_chance - random chance for the action to happen for each block within the offset range.
|
||||
safe_allowed - Whether this is allowed in safe zones.
|
||||
block_tags - The blocks that are affected by the block actions.
|
||||
allow_terrain - If the blocks that are affected can be terrain blocks.
|
||||
|
||||
BlockAnimateBlock - Sets all the blocks within the defined range to trigger an animation.
|
||||
animation_bool - The Animation bool value to set.
|
||||
animation_bool_value - The value to set for the animation bool.
|
||||
animation_integer - The Animation integer value to set.
|
||||
animation_integer_value - The value to set for the animation integer.
|
||||
animation_trigger - The animation trigger to enable.
|
||||
|
||||
BlockDoorState - Sets all the doors within the defined range to the set open state.
|
||||
set_open - If the doors should be set open or closed. (true/false)
|
||||
set_lock - If the doors should be locked (true/false)
|
||||
|
||||
BlockDowngrade - Sets all the blocks within the defined range to their defined Downgrade block.
|
||||
|
||||
BlockGrowCrops - Sets all nearby plants to their next growth stage.
|
||||
|
||||
BlockUpgrade - Sets all the blocks within the defined range to their defined Upgrade block.
|
||||
|
||||
BlockHealth - Sets all the blocks within the defined range to the health specified.
|
||||
health_state - The health of the blocks. (Full, Half, OneHealth)
|
||||
|
||||
BlockReplace - Replaces the block with the defined block.
|
||||
block_to - the new block to change the old block to.
|
||||
empty_only - only replace if its an empty air block.
|
||||
|
||||
POI Actions:
|
||||
|
||||
POISetLightState - Allows setting the state of lights in a POI.
|
||||
enable_lights - If the lights should be on or off in the POI.
|
||||
index_block_name - The indexed blocks name set for the lights that need to be turned on/off.
|
||||
|
||||
POIReset - Resets the POI chunks.
|
||||
|
||||
Twitch Actions:
|
||||
|
||||
TwitchAddPoints - Adds an amount of points to the defined viewer.
|
||||
amount - amount of points.
|
||||
point_type - the type of points (PP, SP, Bits)
|
||||
recipient_type - The recipient of these points (Requester, All, Random)
|
||||
NOTE: Bit Credit cannot be given to All.
|
||||
award_text - The text that shows in twitch chat when awarded.
|
||||
requester_only - If it should only be in the chat that it was initiated from. If you are multistreaming
|
||||
with streamers who are using integration then if this is set to false it will give points on their chat too.
|
||||
|
||||
TwitchAddActionCooldown - Adds an amount of cooldown to the defined actions.
|
||||
action_name - The list of actions that will be set to cooldown. This is the name not the #command name.
|
||||
time - The amount of time the actions will be on cooldown.
|
||||
search_type - Whether we use the ones named or all positive or negative. (Name, Positive, Negative)
|
||||
|
||||
TwitchEndCooldown - Ends the current cooldown.
|
||||
|
||||
TwitchSendChannelMessage - Sends a channel message. You can use the variables {target} and {viewer}.
|
||||
text - The text to send.
|
||||
text_key - The localized text to send.
|
||||
|
||||
TwitchStartCooldown - Starts a timed cooldown.
|
||||
time - The amount of time for the cooldown.
|
||||
|
||||
TwitchStartVote - Starts a vote.
|
||||
vote_type - The name of the vote group to start.
|
||||
|
||||
TwitchVoteDelay - delays the next vote by the defined amount of seconds.
|
||||
time - The time to delay.
|
||||
|
||||
Variable Actions:
|
||||
These allow temporarily storing a value to be used in requirements. More to come later.
|
||||
|
||||
ModifyVarFloat - Modifies the float value of a variable.
|
||||
var_name - The name of the variable
|
||||
value - The value to set the variable to.
|
||||
operation - what operation should happen (Set, Add, Subtract, Multiply)
|
||||
|
||||
ModifyVarInt - Modifies the int value of a variable.
|
||||
var_name - The name of the variable
|
||||
value - The value to set the variable to.
|
||||
operation - what operation should happen (Set, Add, Subtract, Multiply)
|
||||
|
||||
Decisions:
|
||||
These are defined using <decision>. They can contain any number of requirements/actions. You currently cannot use loops inside decisions.
|
||||
|
||||
If - Checks if the requirements are met to perform the actions.
|
||||
condition_type - This defines if its all or any on the requirements. (All,Any)
|
||||
|
||||
Loops:
|
||||
These are defined using <loop>. They can contain any number of actions/waits. You cannot use a loop inside a loop.
|
||||
|
||||
For - Loops through a defined number of loops.
|
||||
loop_count - The number of loops this will use.
|
||||
min_loop_count - If you are wanting a random number of loops, this is the minimum.
|
||||
max_loop_count - If you are wanting a random number of loops, this is the maximum.
|
||||
loop_count_cvar - The number of loops can also come from a CVar.
|
||||
|
||||
While - Loops until the requirements are invalid.
|
||||
condition_type - This defines if its all or any on the requirements. (All,Any)
|
||||
|
||||
Wait:
|
||||
These are defined using <wait>. They contain any number of requirements.
|
||||
|
||||
Common Properties:
|
||||
condition_type - This defines if its all or any on the requirements. (All,Any)
|
||||
|
||||
While - Waits while the wait conditions are true.
|
||||
|
||||
Until - Waits until the wait conditions are true.
|
||||
-->
|
||||
Reference in New Issue
Block a user