game.onevent(defines.events.onpreplayermineditem, function(event)
if (game.player.getinventory(defines.inventory.playertools).getitemcount("axe") >= 1) then
if event.entity.type == "tree" then
glob.expFarming = glob.expFarming + (1)
if glob.expFarming >= nextLevelFarming then
remote.call("Corrupted","levelFarming")
end
elseif event.entity.type == "resource" then
glob.expMining = glob.expMining + (1) --i want change (1) with (hardness*mining_time)
if glob.expMining >= nextLevelMining then
remote.call("Cursed","levelMining")
end
end
end
end)
2. How can i get ingredients and amount from a recipe while i craft something? (i need it for crafting level)
3. How can i get items inside armor equipped?
i need refresh all boots (equipment for movement speed) each time when i get level up, but i can't remove items equipped at armor... If i can get armor items, i can remove that armor and insert a new armor with equipments.
screen
Changelog
Version 0.0.2:
- Mod name changed (i like more "Cursed" than "Corrupted")
- All code changed
- Add Cursed-lab: for upgrade talents.
- Add Talent: won at every General level.
- Add General-level: leveling with all others skills.
- Update Mining-level: buy mining-tools with talents.
- Update Farming-level: same as Mining-level.
- Add Crafting-level: useless yet.
- Add Explore-level: useless yet.
- Add Attack1-level: useless yet. (Rockets attack)
- Add Attack2-level: useless yet. (Bullets attack)
- Add Defense-level: buy armor with talents.
- Add remote.call("Cursed","all"): view all stats
- Add remote.call("Cursed","levelgeneral"): view and debug Genera-level
- Add remote.call("Cursed","levelmining"): view and debug Mining-level
- Add remote.call("Cursed","levelfarming"): view and debug Farming-level
- Add remote.call("Cursed","levelcrafting"): view and debug Crafting-level
- Add remote.call("Cursed","levelexplore"): view and debug Explore-level
- Add remote.call("Cursed","levelattack1"): view and debug Attack1-level
- Add remote.call("Cursed","levelattack2"): view and debug Attack2-level
- Add remote.call("Cursed","leveldefense"): view and debug Attack2-level
- Add remote.call("Cursed","talentsreset"): reset talents
- Add remote.call("Cursed","toolupgrade"): debug Mining-tool
- Add remote.call("Cursed","armorupgrade"): debug Armor
- Update locale.cfg
PD: Sorry for my english :3
Re: Experience mod
Posted: Fri Nov 07, 2014 4:33 am
by L0771
Version 0.0.2 actualiazada
but i still have the same problems
Re: Experience mod
Posted: Fri Nov 07, 2014 5:02 am
by n9103
Looks neat. Wonder if this could be made into a meta-mod. Something that would persist across saves.
Posting to watch this grow.
Re: Experience mod
Posted: Fri Nov 07, 2014 5:18 am
by L0771
i can make a file and read this every start/load game, for next version
Re: Experience mod
Posted: Fri Nov 07, 2014 8:57 pm
by n9103
Cool.
Would be a good idea to include a way to disable this feature for those that don't want the experience across maps.
Re: Experience mod
Posted: Fri Nov 07, 2014 9:26 pm
by L0771
These items are finished, but when i export with makefile, this file saved is out of mod files, you must copy save from "script-output/cursed/save.lua" to __Cursed Exp__/saves (and restart game ...), after all that, you can import to other map (i don't know how to automate this), but if you play with 2 maps, each time when you change the map, must do all that again...
I'm working on talent exchange now...
spoileeer
Version 0.0.3
- equipment add: boots auto-upgrade with explore-level
- Update Explore-level: now have speed bonus each level --falta traducir botas
- files re-order
- Add remote.call("Cursed","newsave"): reset local skills
- Add remote.call("Cursed","export"): save all stats
- Add remote.call("Cursed","import"): load saved stats
- Add cursed-talent-exchange: talent coins exchange... for others talent coins *yay!
i thinking some pasives to buy with talents, like teleport, wather walk, hp regen, lifesteal, damage aura... etc