Can i uncrease exp gain value? Like, for pickaxe <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$RSM_SL_BreakExp" operation="set" value="2"/> Typing 10 instead of 2 doesn't work. Exp gain always 2.
Basically, initialization is performed when you start the game for the first time, so any changes you make later will not be reflected. If you want to change it later, try adding the following XML and changing the numbers there.
That's a great idea! We're currently considering adding other effects, but we're worried that adding too many elements could upset the balance, so we're still making adjustments.
Cool mod! Thanks for the upload. You posted the English description in Japanese. I had it translated, to save you some time, if that is okay. Thanks again for your mod! I'll be checking it out, as it seems interesting, and may add additional depth to game play that I desire.
(機械翻訳)
[EN]This mod introduces a weapon mastery system to 7 Days to Die. Each weapon category (except turrets and explosives) gains a mastery level with each use in combat. Each mastery level applies the following buffs:
Damage +1%
Block Damage +1%
Attack Speed +0.5%
Magazine Size +0.5%
Mastery is gained separately for each of the different weapon types, adding depth to weapon specialization and progression.
No problem! This is a great mod. I wasn't sure it was working at first, but after a little time I started noticing the mastery level-up text appear above my hotbar. I especially like the attack speed increase! It isn't very noticeable at first, but eventually, it really makes up for the weirdly slow attack speed that The Fun Police put on many of the weapons in this game.
I have always preferred this type of skill system, where you can only get better at something by doing, instead of using clubs for hours, then dumping points into stun batons, while never having used one. But that is just my personal preference, and I understand and respect why other players may want a min/max stat point experience system. They both work, and this mod gives players the best of both worlds. Bravo, and thanks again for the excellent mod!
By the way, if it is not an imposition to ask, would it be possible to add a mastery section or tab to the skills menu? Currently it is impossible to know what mastery levels I have in what tool/weapon, and what percentages they are. If you can't, or just don't want to, that is fine. The mod is still great as is! Endorsed!
Edit: One more question. Is there a cap or ceiling to the mastery levels, or are they unlimited?
Edit 2: I just read the description page again. You are discontinuing this mod? Aw man! But this one is better than the copycat mod! I hope that you will reconsider, but if you don't, thank you for your mod. I will continue to use it until whatever TFP update comes along to break it. Best of luck to your future modding efforts.
It does not support integration with mods that add other UIs, but you can check if the installation was successful by switching to debug mode, pressing the F3 key, and checking cvar. If the value of $RSM_SL_Init is 1, the installation is complete.
It is basically made for vanilla, but if the name of the weapon or tool added by the mod starts with the following, it will work automatically. meleeToolRepair meleeToolAxe meleeToolSalvage meleeToolPick meleeToolShovel meleeWpnBlade meleeWpnClub meleeWpnSpear meleeWpnSledge meleeWpnKnuckles meleeWpnBaton gunHandgun gunShotgun gunRifle gunMG gunBow
16 comments
Like, for pickaxe
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$RSM_SL_BreakExp" operation="set" value="2"/>
Typing 10 instead of 2 doesn't work. Exp gain always 2.
If you want to change it later, try adding the following XML and changing the numbers there.
<effect_group name="Init Get Exp">
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$RSM_SL_HitExp" operation="set" value="1"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$RSM_SL_KillExp" operation="set" value="5"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$RSM_SL_BreakExp" operation="set" value="2"/>
</effect_group>
We're currently considering adding other effects, but we're worried that adding too many elements could upset the balance, so we're still making adjustments.
(機械翻訳)
I have always preferred this type of skill system, where you can only get better at something by doing, instead of using clubs for hours, then dumping points into stun batons, while never having used one. But that is just my personal preference, and I understand and respect why other players may want a min/max stat point experience system. They both work, and this mod gives players the best of both worlds. Bravo, and thanks again for the excellent mod!
By the way, if it is not an imposition to ask, would it be possible to add a mastery section or tab to the skills menu? Currently it is impossible to know what mastery levels I have in what tool/weapon, and what percentages they are. If you can't, or just don't want to, that is fine. The mod is still great as is! Endorsed!
Edit: One more question. Is there a cap or ceiling to the mastery levels, or are they unlimited?
Edit 2: I just read the description page again. You are discontinuing this mod? Aw man! But this one is better than the copycat mod! I hope that you will reconsider, but if you don't, thank you for your mod. I will continue to use it until whatever TFP update comes along to break it. Best of luck to your future modding efforts.
I love the concept, by the way. Learn by doing has always been my favourite way of levelling up since Morrowind! ^-^
If the value of $RSM_SL_Init is 1, the installation is complete.
変更内容にご満足いただけましたら、再度ご確認ください。
meleeToolRepair
meleeToolAxe
meleeToolSalvage
meleeToolPick
meleeToolShovel
meleeWpnBlade
meleeWpnClub
meleeWpnSpear
meleeWpnSledge
meleeWpnKnuckles
meleeWpnBaton
gunHandgun
gunShotgun
gunRifle
gunMG
gunBow