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AvailableChallenges
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.
- 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" />
- 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"/>
- New challenge to reward a player for burning down a house using the fire mod.
<objective type="BlockDestroyedByFire, SCore" count="20" />
- New challenge to reward a player for starting a fire.
<objective type="StartFire, SCore" count="20" />
- New challenge to reward a player for having a large fire
<objective type="BigFire, SCore" count="20" />
- 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" />
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.
<!-- 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"/>
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.
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- Introduction
-
Features and Functionalities
- Core Features
- Default On Features
- Challenges
- Encumbrance
- Craft From Containers
- Player Features
- Zombie Features
- Advanced Locks
- Food Spoilage
- Blocks
- Buffs
-
MinEvents
- MinEventActionAddByFactionSDX
- MinEventActionAddScriptToTransform
- MinEventActionAdjustTransformValues
- MinEventActionAnimatorFireTriggerSDX
- MinEventActionAnimatorSpeedSDX
- MinEventActionAnimatorSetFloatSDX
- MinEventActionAnimatorSetIntSDX
- MinEventActionAttachPrefabWithAnimationsToEntity
- MinEventActionAutoRedeemChallenges
- MinEventActionChangeFactionSDX
- MinEventActionCheckWeapon
- MinEventActionClearOwner
- MinEventActionClearStaleHires
- MinEventActionConvertItem
- MinEventActionCreateItemSDX
- MinEventActionDespawnNPC
- MinEventActionExecuteConsoleCommand
- MinEventActionExecuteConsoleCommandCVars
- MinEventActionGiveQuestSDX
- MinEventActionGuardClear
- MinEventActionGuardHere
- MinEventActionGuardThere
- MinEventActionHideNPCSDX
- MinEventActionModifyFactionSDX
- MinEventActionModifyRelatedFactionsSDX
- MinEventActionModifySkillSDX
- MinEventActionNotifyTeamAttack
- MinEventActionNotifyTeamTeleport
- MinEventActionOpenWindow
- MinEventActionPlayerLevelSDX
- MinEventActionPumpQuestSDX
- MinEventActionTeleportToQuest
- MinEventActionRandomLootSDX
- MinEventActionRecalculateEncumbrance
- MinEventActionResetTargetsSDX
- MinEventActionSetCVar
- MinEventActionSetDateToCVar
- MinEventActionSetFactionRelationship
- MinEventActionSetOrder
- MinEventActionSetOwner
- MinEventActionSetRevengeTarget
- MinEventActionShowToolTipSDX
- MinEventActionSkillPointSDX
- MinEventActionSpawnBabySDX
- MinEventActionSpawnEntitySDX
- MinEventActionSpawnEntityAtPoint
- MinEventActionSwapWeapon
- MinEventActionTeamTeleportNow
- MinEventActionTeleport
- MinEventActionToggleCamera
- Factions
- NPCs
- Portals
- Release Notes and Version History