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OXCE Support / Re: [Answered][Question] Is there a way to "apply" minRank to items/armors
« on: December 24, 2023, 05:13:11 pm »
Thanks for your answers!
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More attributes added for events:All these new features are really wonderful
1. music - String ID of the music to play when this event pops up on the Geoscape.
2. everyItemList - A list of item IDs. When this event pops up they are all transferred to the HQ (within 1 hour).
3. randomItemList - A list of item IDs. When this event pops up one of them is selected randomly and transferred to the HQ (within 1 hour).
4. weightedItemList - A weighted list of item IDs. When this event pops up one of them is selected randomly (respecting given weights) and transferred to the HQ (within 1 hour).
Attributes itemList and randomItem have been deprecated (and will be removed in oxce 6.2).
Edit:
5. everyMultiItemList - A list of item IDs and their quantities. When this event pops up they are all transferred to the HQ (within 1 hour).
eventScripts:
- type: STR_TRAINING_TICKET_MONTHLY_EVENT_SCRIPT
facilityTriggers:
STR_TRAINING_ROOM
eventWeights:
0:
STR_TRAINING_TICKET_MONTHLY_EVENT: 100
#firstMonth: 0
#lastMonth: -1
executionOdds: 100
eventScripts:
- type: STR_TRAINING_TICKET_MONTHLY_EVENT_SCRIPT
facilityTriggers:
STR_TRAINING_ROOM
Using bracketseventScripts:
- type: STR_TRAINING_TICKET_MONTHLY_EVENT_SCRIPT
facilityTriggers: [STR_TRAINING_ROOM]
Do as for researchTriggerseventScripts:
- type: STR_TRAINING_TICKET_MONTHLY_EVENT_SCRIPT
facilityTriggers:
STR_TRAINING_ROOM: true
F:/OXCE/OXCE V7.8 HellMod/user/mods/HellMod/Ruleset/050_Facilities_TagSoldierTransformation.rul: Error for 'STR_TRAINING_SURVIVAL1': wrong node type, expected a map at line 28
(Line 28 is always the line before the one containing requiredItems; in this case, the line 28 is soldierBonusType: STR_SB_TRAINING_SURVIVAL1; if I put requiredItems just after name: STR_TRAINING_SURVIVAL1, the involved line will be the one containing name)If you want to limit the number of transformations, you can generate "gym tickets" via geoscape events every month and then use them as resources required for the transformation.
facilities:
- type: STR_TRAINING_ROOM
spriteShape: 1
spriteFacility: 111
buildCost: 800000
buildTime: 20
monthlyCost: 8000
mapName: XBRO_01
provideBaseFunc: [BASEFUNC_TRAINING]
refundValue: 400000
rightClickActionType: 6
maxAllowedPerBase: 1
soldierTransformation:
- name: STR_TRAINING_SURVIVAL1
listOrder: 100
requires: []
requiresBaseFunc: [BASEFUNC_TRAINING]
keepSoldierArmor: true
allowsLiveSoldiers: true
allowedSoldierTypes: [STR_SOLDIER,STR_VETERAN_SNIPER,STR_VETERAN_GRENADIER,STR_VETERAN_WARRIOR]
requiredPreviousTransformations: []
forbiddenPreviousTransformations: [STR_TRAINING_SURVIVAL1,STR_TRAINING_ENDURANCE1]
cost: 15000
transferTime: 360
includeBonusesForMinStats: true
soldierBonusType: STR_SB_TRAINING_SURVIVAL1
- name: STR_TRAINING_SURVIVAL2
listOrder: 101
requires: []
minRank: 2
requiresBaseFunc: [BASEFUNC_TRAINING]
keepSoldierArmor: true
allowsLiveSoldiers: true
allowedSoldierTypes: [STR_VETERAN_SNIPER,STR_VETERAN_GRENADIER,STR_VETERAN_WARRIOR]
requiredPreviousTransformations: [STR_TRAINING_SURVIVAL1]
forbiddenPreviousTransformations: [STR_TRAINING_SURVIVAL2]
requiredMinStats:
health: 120
reaction: 80
cost: 30000
transferTime: 720
includeBonusesForMinStats: true
soldierBonusType: STR_SB_TRAINING_SURVIVAL2
soldierBonuses:
- name: STR_SB_TRAINING_FIRING1
stats:
firing: 5
- name: STR_SB_TRAINING_FIRING2
stats:
firing: 5
- name: STR_SB_TRAINING_THROWING1
stats:
throwing: 5
- name: STR_SB_TRAINING_THROWING2
stats:
throwing: 5
- name: STR_SB_TRAINING_MELEE1
stats:
throwing: 5
- name: STR_SB_TRAINING_MELEE2
stats:
throwing: 5
- name: STR_SB_TRAINING_SURVIVAL1
stats:
health: 10
reactions: 5
- name: STR_SB_TRAINING_SURVIVAL2
stats:
health: 10
reactions: 5
This is part of oxce already.
commendations:
- type: STR_COMMENDATION_ALIENS_KILLED #Total number of kills across a soldier's career that meet the specified criteria
description: STR_COMMENDATION_ALIENS_KILLED_DESCRIPTION
sprite: 1
criteria:
killsWithCriteriaCareer: [10, 20, 30, 40, 50, 75, 100, 200, 300, 500]
soldierBonusTypes: [STR_SB_COMMENDATION_ALIENS_KILLED1, STR_SB_COMMENDATION_ALIENS_KILLED1, STR_SB_COMMENDATION_ALIENS_KILLED1, STR_SB_COMMENDATION_ALIENS_KILLED1, STR_SB_COMMENDATION_ALIENS_KILLED2, STR_SB_COMMENDATION_ALIENS_KILLED2, STR_SB_COMMENDATION_ALIENS_KILLED2, STR_SB_COMMENDATION_ALIENS_KILLED3, STR_SB_COMMENDATION_ALIENS_KILLED3, STR_SB_COMMENDATION_ALIENS_KILLED4]
killCriteria:
-
- [1, ["STATUS_DEAD", "FACTION_HOSTILE"]]
soldierBonuses:
- name: STR_SB_COMMENDATION_ALIENS_KILLED1
stats:
tu: 5
- name: STR_SB_COMMENDATION_ALIENS_KILLED2
stats:
health: 5
- name: STR_SB_COMMENDATION_ALIENS_KILLED3
stats:
tu: 5
- name: STR_SB_COMMENDATION_ALIENS_KILLED4
stats:
health: 5
soldierBonusTypes: [STR_SB_COMMENDATION_ALIENS_KILLED1, STR_SB_COMMENDATION_ALIENS_KILLED1, STR_SB_COMMENDATION_ALIENS_KILLED1, STR_SB_COMMENDATION_ALIENS_KILLED1, STR_SB_COMMENDATION_ALIENS_KILLED2, STR_SB_COMMENDATION_ALIENS_KILLED2, STR_SB_COMMENDATION_ALIENS_KILLED2, STR_SB_COMMENDATION_ALIENS_KILLED3, STR_SB_COMMENDATION_ALIENS_KILLED3, STR_SB_COMMENDATION_ALIENS_KILLED4]
or may I perhaps make it shortersoldierBonusTypes: [STR_SB_COMMENDATION_ALIENS_KILLED1, , , , STR_SB_COMMENDATION_ALIENS_KILLED2, , , STR_SB_COMMENDATION_ALIENS_KILLED3, , STR_SB_COMMENDATION_ALIENS_KILLED4]
or even another solution ?soldierBonuses:
- name: STR_SB_COMMENDATION_ALIENS_KILLED1
stats:
tu: 5
- name: STR_SB_COMMENDATION_ALIENS_KILLED2
stats:
tu: 5
health: 5
- name: STR_SB_COMMENDATION_ALIENS_KILLED3
stats:
tu: 10
health: 5
- name: STR_SB_COMMENDATION_ALIENS_KILLED4
stats:
tu: 10
health: 10