-
Posts
9 -
Joined
-
Last visited
Content Type
Profiles
Forums
News
Store
Posts posted by Yew
-
-
Source code is located at:
https://github.com/YewYew/Attributer
-
A mod which allows the changing of item stats/properties (attributes) dynamically!
For developers and server admins.Why?:
Items in Vintage Story can have attributes, which are properties of an item.
For example, when you heat metal in a forge, it gets a "temperature" attribute on the specific item.
Internally, the game then checks the attribute on the item (in this case, a bar of metal) to do things, such as letting you hammer it on an anvil.
However, not all items in the game use per-item attributes, but rather just read them directly from the parent object.
For example, weapons have an attackpower attribute, but it is only accessed from the parent object.
Therefore, even if you gave the attribute to an individual weapon, the game would completely ignore it.
Attributer changes this by patching in checks for attributes on individual items to take priority over the parent items.
If it does find the attribute assigned, then it will use that, otherwise it will just act like normal.New Attributes:
- maxdurability.
Supported Attributes:
- defaultProtLoss
-
protectionModifiers
- protectionTier
- highDamageTierResistant
- flatDamageReduction
- relativeProtection
-
statModifiers
- healingeffectiveness
- hungerrate
- rangedWeaponsAcc
- rangedWeaponsSpeed
- walkSpeed
- damage
- attackpower
- attackrange
- miningspeed
- miningtier
- health
- clothescategory
- breakChanceOnImpact
- requiresAnvilTier
- workableTemperature
- Please note, some attributes are enabled by the api by default and do not need this mod.
- Search the official API and official survival mod Github Repositorys to check.Attribute Exceptions:
- perTierFlatDamageReductionLoss
- perTierRelativeProtectionLoss
These aren't mirrored as other attributes are, as arrays aren't supported by the API.
Instead, they should be TreeAttributes, with the float values of "0" and "1" placed into them.
This is a workaround until the API updates.How to use (For developers):
-
Set an attribute on an item.
-
Example (Set an items attack power):
-
itemstack.Attributes.SetFloat("attackpower", 12f);
-
itemstack.Attributes.SetFloat("attackpower", 12f);
-
Example (Set an items flat damage reduction):
-
itemstack.Attributes.GetTreeAttribute("protectionModifiers").SetFloat("flatDamageReduction", 8f);
-
itemstack.Attributes.GetTreeAttribute("protectionModifiers").SetFloat("flatDamageReduction", 8f);
-
Example (Set an items attack power):
- That's it. It should work if the attribute is supported.
How to use (Standalone):
-
Use an command that supports or sets attributes.
-
Example (Set the weapon in your hand's attack power.):
-
/debug heldstattr attackpower float 1000000
-
/debug heldstattr attackpower float 1000000
-
Example (Set the weapon in your hand's attack power.):
- That should do it.
Please note you must mirror attributes exactly, including trees, to how the parent item is.
-
The mod has been updated to 1.18.x, uploaded to Github (https://github.com/YewYew/RPGItemRarity) alongside it's requirement Attributer (https://github.com/YewYew/Attributer), bugfixed all currently known bugs, and added explicit XSkills/XLib support, alongside configuration options as well.
As far as I know, the mod should have no incompatibilities or game-breaking bugs. But if they do, feel free to post them wherever and I'll get to them.- 1
-
It works on existing saves, and can safely be added/removed from them as well, albeit with some invisible data left behind only noticeable in debug mode.
I have put out the source code on github for both RPGItemRarity, and its requirement Attributer:
https://github.com/YewYew/RPGItemRarity
https://github.com/YewYew/Attributer
And here is the attributer forum page:SpoilerReserved for future use.
-
A mod which adds an RPG item rarity system to tools, weapons, shields, clothes, and armor! Even to other mod items!Mod Page
Requirement: AttributerHow it Works:
Any looted, crafted, or purchased items can be "appraised" to get a rarity modifier.
To appraise something, simply use it or drop it on the ground.(Totally intended feature, not at all a limitation of my implementation)
Currently, there are six possible rarities an item can have:Common
(50% Chance, 0% Bonus)
Uncommon
(20% Chance, 10% Bonus)
Rare
(15% Chance, 20% Bonus)
Epic
(10% Chance, 30% Bonus)
Legendary
(~5% Chance, 40% Bonus)
Unique
(~1% Chance, 50% Bonus)
The bonus the rarity applies is applied to some stats of the item:
Durability, Damage, Attack Power, Warmth, and Mining speed just to name a few.
Compatible with most other mods, Including XSkills!
Includes configuration files for changing the rarity chances, the stat bonuses of rarities, and rarity names.
Localized to many languages as well.- 3
-
21 hours ago, NovaStar13 said:
This mod is awesome, might I suggest that maybe for the lighter coloured skins having the lips, eyebrows and eyelashes a darker colour? Similar to the dark skin colours. The light ones are a little hard to see, but otherwise great mod!
I was debating if I should bother trying to get the eyebrows, eyelashes, and lips to be more proper colors. Ideally, they would match the hair, but it may be beyond the scope of a simple texture mod. Although since you're the first person to mention it, I might as well give it a try after I finish up my other mod.
Edit: Donezo- 1
-
Spoiler
In V0.0.3, Eyebrows and Eyelashes darkened to more accurately reflect human hair and for visibility.
Alas, Lips share texturing with Eyelashes and Brows, so I couldn't make them flush/pinkish. Well, it's probably possible, but eh.
This means that the pictures are slightly outdated, as I really don't feel like doing another photoshoot.
If you like the old 'brows n' 'lashes, just download V0.0.2. -
!Greetings Vintarians!
Because of boredom and curiosity in the modding process, I decided to use some pictures of my friends and design new skin textures for the player to make them look more like humans.I think it turned out fairly well. I have posted the mod here if you're interested in using it.
Since all it does is change some textures, it should work client side.
Any feedback and/or cool screenshots is appreciated!
- 3
Attributer
in Mod Releases
Posted
I do plan on getting around to Vintage Story modding eventually. I'm rather busy with other things at the moment though. I do have it up on Github in the case someone wants to contribute, so if you'd like to help feel free. Might be a good learning experience for Visual Studio and Vintage Story Modding.