Releases: SphereII/SphereII.Mods
1.0.83.950
Version: 1.0.83.950
[ Events ]
- Fixed a null reference with the OnClientKill when the game would trigger the event after the game killed.
[ Challenges ]
- Added an optional cvar attribute for StealthKillStreak.
- This cvar will hold the longest recorded kill streak.
<objective type="StealthStreak, SCore" count="2" cvar="longestStreakCVar" />
[ SCore Utilities ]
- Created a window group for the SCore Utilities button
- Added it to the xui.xml, rather than the existing in game-menu
- Removed the background and cleaned up the SCore Utilities creen.
1.0.82.935
Version: 1.0.82.935
[ Fire Mod ]
- Added Events:
- OnExtinguish - Triggered when a fire is extinguished
- OnFireUpdate - Triggered when a CheckBlocks on the fire mod finishes
- OnStartFire - Triggered when a new block is put on fire.
[ Challenges ]
- Fixed a null reference with the KillWith
- Fixed up LocalizationKey entry for some Challenge Objectives
- Decapitation
- New challenge to keep track of decapitations. Supports xml attributes from KillWithItem
<objective type="Decapitation, SCore" count="10" item_tag="gun" />
<objective type="Decapitation, SCore" count="10" item_tag="knife,machete" />
- Craft With Ingredient
- New challenge objective to allow a player to craft with a certain ingredient, rather than a recipe itself.
<objective type="CraftWithIngredient, SCore" count="2" ingredient="resourceLegendaryParts"/>
- Burn Down a Building
- New challenge to reward a player for burning down a house using the fire mod.
<objective type="BlockDestroyedByFire, SCore" count="20" />
- Start a Fire
- New challenge to reward a player for starting a fire.
<objective type="StartFire, SCore" count="20" />
- Out of Control Fire
- New challenge to reward a player for having a large fire
<objective type="BigFire, SCore" count="20" />
- Extinguish Fire
- New challenge to reward a player for extinguishing some blocks.
<objective type="ExtinguishFire, SCore" count="20" />
- World's more boring challenge for a pyro
- Break a block or a material on a block, and further define if it's in a certain biome and/or poi / poi_tag.
<objective type="BlockDestroyed, SCore" count="20" block="cntRetroFridgeVer1Closed" />
<objective type="BlockDestroyed, SCore" count="20" block="cntRetroFridgeVer1Closed" biome="burn_forest" />
<objective type="BlockDestroyed, SCore" count="20" block="cntRetroFridgeVer1Closed" biome="burn_forest" poi="traderJen" />
<objective type="BlockDestroyed, SCore" count="20" material="Mmetal" biome="pine_forest" poi_tags="wilderness" />
- Updated SphereII Challenges with examples.
1.0.81.1118
Version: 1.0.81.1118
[ SCore Events ]
- Added two new events:
- OnRallyPointActivated
- When a Rally Point is activated, this event is called
- OnClientKill
- When an entity gets killed, this event is called.
- This event differs from the vanilla's Kill event, as it includes the DamageResponse.
- Vanilla event fires too early to have the Damage Response included in it.
[ Project ]
- Added new SphereII Challenges project.
- This includes a full page of Challenges that involve the new SCore events and new Challenge Objectives
[ Process Options ]
- Fixed an issue where the graphic settings were not running
- Added a check for the blocks.xml for some settings, before reading the cvar.
[ Lock Picking ]
- Added a buff check to see if the Jail Breaking buff was active
- If active, break time is drastically increased, as well as the max angle to turn.
- Feel a bit limited on how to further cheese a skilled based game on candy.
[ Remote Crafting / Repair ]
- Added a tool tip to display if there's an enemy nearby, blocking you from pulling
- Fixed an issue where you could not repair even from your backpack, when enemies were near.
[ Challenges ]
-CompleteQuestStealth, SCore
A new challenge objective to monitor your stealth kills during a quest.
To pass this challenge, you must do consecutive stealth kills until you've reached the desired count.
If the stealth kill chain is broken, the Challenge is reset.
If the intention is that the full quest be done 100% stealth, set the count to be higher than the expected number of zombies
Once the Sleeper volumes are all cleared for the QuestObjectiveClear, then the challenge will complete, regardless if
the Count is equaled to the count specified.
Examples:
<!-- Kill two entities in a row with a stealth kill, during a quest. -->
<objective type="CompleteQuestStealth, SCore" count="2"/>
<!-- Kill all entities in a row with a stealth kill, during a quest. -->
<objective type="CompleteQuestStealth, SCore" count="1000"/>
-KillWithItem, SCore
To pass this challenge, you must killed zombies with the specified item. This extends the KillByTag objective, and thus supports
all those attributes as well. Multiple item="" can be listed as a comma-delimited list.
<!-- Kill two zombies in a row with a gunHandgunT1Pistol -->
<objective type="KillWithItem, SCore" count="2" item="gunHandgunT1Pistol" />
Rather than item name itself, you could also use item_tag
<objective type="KillWithItem, SCore" count="2" item_tags="handgunSkill" />
ItemName is checked first, then item tags. If either passes, then vanilla code is checked for the other tags and checks.
You may also add the option entity tags and target_name_key for localization.
By default, the entity_tags and target_name_key is zombie and xuiZombies, respectively. These can be over-ridden via xml.
<objective type="KillWithItem, SCore" count="2" item="gunHandgunT1Pistol" entity_tags="zombie" target_name_key="xuiZombies" />
Other attributes available are:
target_name="zombieMarlene"
biome="snow"
killer_has_bufftag="buff_tags"
killed_has_bufftag="buff_tags"
is_twitch_spawn="true/false"
Note About Traps:
If the item is a trap, such as a landmine, then the owner ID is not set on it. There is no way to track down, or give exp to a player
for the kill. I did add a check for this, so that you can use a landmine for a challenge.
If a zombie dies from a trap, and the player is within 50 blocks, it will count towards the challenge.
- StealthStreak Challenge
A new challenge objective to monitor your stealth kills
To pass this challenge, you must do consecutive stealth kills until you've reached the desired count.
If a kill is registered, and is not a sneak kill, then the challenge resets.
<!-- Kill two entities in a row with a stealth kill -->
<objective type="StealthStreak, SCore" count="2"/>
This challenge extends from KillWithItem, and supports all those tags as well.
1.0.75.721
Version: 1.0.75.721
[ Farming ]
- Fixed a null reference error when world is null / not ready.
1.0.72.659
Version: 1.0.72.659
[ Process Options ]
- Added additional checks again a player being null or being on dedi.
1.0.71.2148
Version: 1.0.71.2148
[ Remote Crafting / Repair ]
- Fixed an issue where 2x the amount of resources was available. Display only bug.
- Removed debug lines.
1.0.70.1352
Version: 1.0.70.1352
[ Remote Crafting / Repair ]
- Fixed an issue where ItemActionEntryRepair wasn't detecting ingredients from an open container.
- Added checks for IsUserAccessing to check if the current user has a chest open, allowing them to pull resources from that container.
[ CanSway ]
- Fixed a null reference when exiting a game.
1.0.65.1554
Version: 1.0.65.1554
[ No Changes to SCore, only Better Life ]
[ SphereII A Better Life ]
- 1.0.19.1554
- Fixed an issue where errors would occur without NPC Core installed, due to factions.
1.0.64.2041
Version: 1.0.64.2041
[ SCore Options ]
- Added toggle for WeaponSway
- Added Toggle for gfx st set 0
- Game needs to be restarted after checked.
- Every start after will have that automatically running.
- Added Toggle for gfx pp enable 0
- Game needs to be restarted after checked.
- Every start after will have that automatically running.
[ Weapon Sway ]
- Added patches to vp_Weapon / vp_Camera to block swaying and bob code from running.
- This feature is configured via a cvar called "$WeaponSway".
- Value of 0 will enable sway.
- Value of 1 or more will disable sway.
- This is included into 0-SCore, and as a standalone mod.
- The standalone mod disables it completely, with no option to toggle it back on.
- This feature can be toggled using the SCore Utilities, or through a console command
- Added new console Command weaponsway
- "weaponsway true" will turn on weapon and camera sway.
- "weaponsway false" will turn off weapon and camera sway.
[ Zombie Random Walk Type ]
- Removed default Spider / Crawler walk types
- Spider's head position look wonky, and crawlers were too slow.
[ A Better Life ]
- Added notrample tag on fish
- Merged in new plants from blue name.
1.0.60.1616
Version: 1.0.60.1241
[ MinEvent ]
- Added a new MinEvent to allow changing local transform / rotation on a particular transform on an entity.
<triggered_effect trigger="onSelfBuffUpdate"
action="AdjustTransformValues, SCore"
parent_transform="AK47"
local_offset="-0.05607828,0.07183618,-0.02150292"
local_rotation="-3.98,-9.826,-5.901"
debug="true"
/>
[ Console Command ]
- Added a new console command to assist testing of the above MinEvent.
- Use this cautiously.
- Example:
ReloadSCore buffs
ReloadSCore entityclasses
[ Particles On Block ]
- Fixed a few issues where particles were being loaded incorrectly, causing a hard crash
- Added a patch on the init to pre-load Particles
- Added a check for to keep a particle upon removal of its block
<property name="PeristAfterRemove" value="false" />
- Somewhat realistic example:
<append xpath="/blocks/block[contains(@name,'emberPile')]">
<property class="Particles" >
<property name="OnSpawnParticle" value="#@modfolder(0-SCore_sphereii):Resources/gupFireParticles.unity3d?gupBeavis02-CampFire,#@modfolder(0-SCore_sphereii):Resources/gupFireParticles.unity3d?gupBeavis03-Cartoon,#@modfolder(0-SCore_sphereii):Resources/gupFireParticles.unity3d?gupBeavis04-SlowFire,#@modfolder(0-SCore_sphereii):Resources/gupFireParticles.unity3d?gupBeavis06-HeavyLight"/>
<property name="OnSpawnProb" value="0.1"/>
<property name="PeristAfterRemove" value="false" />
</property>
</append>