Durability and other questions

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Durability and other questions

Hello,

1) Can i make an item to have no durability at all? I know that if it has no Degrade tags it will spawn with 100% durability and stay that way, but if make for example string from t-shirts i will get a lot of low condition strings and rags. Can i make an item to be with 100% always?

2) What does really all 3 lower tags in treasuretables mean?
<column name="bNested">0</column>
<column name="bSuppress">0</column>
<column name="bIdentify">0</column>
I guess Nested means it will try to put items in the containers which are part of this treasure, but others are a big mystery to me.

3) Recipe table - What does following tags mean:
bScrap
nTempTreasureID
bTransferComponents
bIdentify
And what strType really does in recipy entries?

1)
If the item is set not to degrade at all (fDegradePerHour, fEquipDegradePerHour, fDegradePerUse all set to 0), it will not have the durability stat. It won't be 100% all the time, it will simply not have condition at all.

2)
bNested - if set to 1, the items from that table will try to fit inside any containers in that table. So if you make a table with a box and a rag, and set it to nested, the rag will spawn inside the box. Otherwise all items will be dumped on the ground.

bSuppress - if set to 1, the item's inherit contents (set in "nTreasureID" in the itemtype - usually used by containers which have a chance to spawn with some contents) will be suppressed, a.k.a. won't appear.

bIdentify - if set to 1, the items from that table will spawn identified, regardless of the player's skills.

3)
bScrap - if set to 1, scrap papers containing that recipe will spawn in game. If set to 0, they will not.
nTempTreasureID - give a ID of a treasure table that will hold a temporary items, which will show up instead of the actual outcome of the crafting - used if you want to hide what will come out of crafting, before it happens.
bIdentify - will the crafted items be identified. 1- yes, 0-no.

strType - its the prefix, which sorts the recipes on the quick recipes list.


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do you know of any way for it to be easier scavenged, like make hexes show all o the possible loot when looted, spawn it all i guess i am trying to say

Kaaven - thanks for answer.
1) So if i make some thread (making it have no degrades in itemtypes) from a worn t-shirt it will have low-quality but won't show it. And then i use it (to make a strap for example) it will have low quality too. So i guess i can't make an item always 100%?
What if i make Durability=0 in itemtypes? Or =-1?

2) Thanks for answer - very good to know.

3) And bTransferComponents?

To Will10219 - just go to treasuretables.xml and find a treasure you like (for example treasures from storage sheds) and just make its probability bigger and quantity higher. Though i guess if you don't know anything about modding NeoScavenger my answer won't help you much....

Better yet install BBC mod - it will let you spawn items you need at will.

1) Realy if your a good coder and understand coding you can make it have 100% no matter what.
Making durability 0 or -1 breaks the game as it means is it an item or not.

2) Too who... Confused as hell right now

3) I belive bTrasnferCOmponents meean transferingcomponents to another place.
Like moving items to camp sites, dropping them, etc.

Ok, who took my campfire?

1) If i make some thread (making it have no degrades in itemtypes) from a worn t-shirt it will have low-quality but won't show it. And then i use it (to make a strap for example) it will have low quality too. So i guess i can't make an item always 100%?
What if i make Durability=0 in itemtypes? Or =-1?

2) What does tag bTransferComponents do?

1) An Item Can Have 100% always, just takes some coding and work.

2) Not even the slightest clue

Ok, who took my campfire?

I understand coding, but i don't know enough of internal workings of this game to make it work.

There are 3 types of item acquire:
By loot, by craft and by event.
If you craft it either has 100% durability or the lowest of ingridients - i can just change tag "degradeOutput" to 0.
For events - it is always 100% durability (i am interested if it is possible at all to set a non-100% durability at spawn).
As for loot - as i understand an item has random durability then generated (from 0 to 100%) and if it has no degrade tags (they are all at 0) then the durability line is not shown (but it is still there and affects crafting). So i want to know how to force spawning at 100% durability without going into event phase.

Items without durability should be treated as 100% in recipes. If you are producing items with less than 100% durability when only using items without durability as ingredients then I think you found a bug.