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Starter Class System


Valmar

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Someone requested I separate the class system out of my Valmod Pack so here it is.

 

How it works:

 

When you start the game (must be your first time in the game) you will be given a Class Selection book and a Class Key note. You use the selection book to craft the class suitcase you want in the crafting menu.

 

The available classes are Hunter, Builder, Rifleman, Gunman, Veteran, Miner, Survivor, Bruiser, and Medic.

 

After you decide on a class you get a Class briefcase that you then place on the ground and open either with your class key or breaking it. This unlocks the case which then can be looted to get all the class-specific recipes along with a bundle of starting items. If for some reason the briefcase doesn't unlock with the key you can break it open.

 

Hunter Class:

Items:

Random shirt, pants, hat and boots.

Canned food, bottled water

Painkillers, Bandage

Animal Hide Armor

Bow and Arrows

Stone Axe

Hunting Knife

 

Recipes:

Hunting Rifle

 

Builder Class:

Items:

Random shirt, pants, hat and boots.

Canned food, bottled water

Painkillers, Bandage

Hammer Sledgehammer, Fireaxe

wood and wood frames.

Hunting Knife

 

Recipes:

hammer

 

Rifleman Class:

Items:

Random shirt, pants, Swat Helmet and boots.

Canned food, bottled water

Painkillers, Bandage

Stone Axe, Hunting Knife, Hunting Rifle

762mm bullets

2 Repair kits

 

Recipes:

Hunting Rifle

 

Gunman Class:

Items:

Random shirt, pants, cowboy hat and boots.

Canned food, bottled water

Painkillers, Bandage

Stone Axe, Pistol

9mm Bullets

2 Repair kits

 

Recipes:

Pistol

 

Veteran Class:

Items:

Army clothes

Canned food, bottled water

Painkillers, Bandage

Stone Axe, Hunting Knife, AK47

762 bullets

4 Repair kits

 

Recipes:

AK47

 

Miner Class:

Items:

Random shirt, pants, mining helmet and boots

Canned food, bottled water

Painkillers, Bandage

Stone Axe, Steel Pickaxe

15 Forged Iron

4 Torches

Forge

 

 

Survivor Class:

Items:

Random shirt, pants, cloth hat and boots

6 Canned food, bottled water

6 Painkillers and bandages

6 Torches

8 Seeds

Stone Axe, Hunting Knife

Flashlight, First-Aid Kit,

Crossbow and bolts

Cooking Pot, campfire, First-Aid Kit, bed roll

 

Recipes:

Crossbow

 

Bruiser Class:

Random shirt and pants

Canned food, Bottled Water

2 Painkillers and Anti-Biotics

6 First-Aid Bandages

Stone Axe, Spiked Club

Scrap Iron Armor

Sawed Off Shotgun, 30 Shotgun Shells

2 Repair Kits

 

Recipes:

Sawed Off Shotgun

Scrap Iron Armor

 

Medic Class:

Items:

Random shirt, pants, hat and boots

2 Canned food

8 Painkillers

6 Purified Water

10 First-Aid Bandage

6 First-Aid Kits

Stone Axe, Beaker, Flashlight

6 Herbal Antibiotics

Hunting Knife

 

Recipes:

First Aid Kit, Herbal Antibiotics

_____________________________

 

 

Items

Blocks

Loot

Recipes

 

entityclasses: Adjust the "itemsonentergame" properties manually for the male character:

 

<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="classKey, classSelection" />

<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="classKey, classSelection, keystoneBlock" />

 

 

 

If you have questions or need any help let me know.

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  • 2 months later...

Add the items code to your items.xml

Add the blocks code to your blocks.xml

Add the loot code to your loot.xml

Add the recipes code to your recipes.xml

 

Modify the enityclasses.xml to have the changes detailed in the OP.

 

 

Honestly, If this is your first mod you might be better off getting something smaller first to get yourself more comfortable with the process. Its easy to do but it can be intimidating with all the steps. There are a few video guides on youtube that illustrate the basics of 7DTD xml modding - I'd recommend watching some of those first to get yourself prepared. If you're willing to put in the effort though I'll help you wherever I can.

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Add the items code to your items.xml

Add the blocks code to your blocks.xml

Add the loot code to your loot.xml

Add the recipes code to your recipes.xml

 

Modify the enityclasses.xml to have the changes detailed in the OP.

 

 

Honestly, If this is your first mod you might be better off getting something smaller first to get yourself more comfortable with the process. Its easy to do but it can be intimidating with all the steps. There are a few video guides on youtube that illustrate the basics of 7DTD xml modding - I'd recommend watching some of those first to get yourself prepared. If you're willing to put in the effort though I'll help you wherever I can.

 

Thanks, everything seems to work fine.

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I've been trying to re-mod one of the class's to add/switch certain items, quantity and quality values... I've screwed up somewhere because when I unlock a briefcase eg; Builder Class, i cannot open it, i get redlines saying "Not an Object..." & breaking it, once unlocked, only obliterates everything instead of dropping the included items... I am wondering if it is because of a limited space capacity inside the briefcases?

 

Here is my modification of the Builder Class....

 

   <lootgroup name="BuilderClass" count="all">
           <item group="Survival Shirts" />
           <item group="Survival Pants" />
           <item group="Survival Hats" />
           <item group="vegetableStew" count="10" />
               <item name="herbalAntibiotics" count="3" />
               <item name="bottledWater" count="15" /> 
               <item name="firstAidBandage" count="5" />
       <item name="wornBoots" count="1" quality="470,470" />
       <item name="Builder Class Knowledge" count="1" />
       <item name="wrench" count="1" quality="470,470" />
       <item name="pickaxeIron" count="1" quality="470,470" />
       <item name="fireaxe" count="1" quality="470,470" />
<item name="shovel" count="1" quality="470,470" />
               <item name="clubSpiked" count="1" quality="470,470" />
       <item name="wood" count="1000" />
       <item name="woodFrame" count="100" />
<item name="AutoWall_Wood" count="50" />
       </lootgroup>

 

I'm very noob to codings ^^

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the code you show above is not for dropping items - its for opening up the chest

 

- - - Updated - - -

 

if you have a issue with trying to open it and you get an error - unless one of the items you listed does not exist - then your dhowing the wrong code to us - instead show the blocks that are chests

 

- - - Updated - - -

 

to make something drop from a block the code would look like this

 

<block id="8" name="sand">
   <property name="Material" value="sand" />
   <property name="Shape" value="Terrain" />
   <property name="Mesh" value="terrain" />
   <property name="Texture" value="185" />
   <property name="DropScale" value="2" />
   <property name="Map.Color" value="167,136,107" />
<drop event="Harvest" name="sand" count="7" />
   [color="#FF8C00"]<drop event="Destroy" name="sand" count="3" prob="1.0" />[/color]	
 </block>

 

the color code will drop that item once the item is destroyed!

 

- - - Updated - - -

 

And you can add that code as many times as you want to a single block with all different items!

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Are the class-specific items only available for the class in this version? Or can they be found outside of the class selection?

 

Sorry for the delayed response.

 

They can be found outside of the class selection. All this mod does is let classes start off already knowing certain recipes. Nothing is "exclusive" to the classes. Is that what you were asking

 

 

I've been trying to re-mod one of the class's to add/switch certain items, quantity and quality values... I've screwed up somewhere because when I unlock a briefcase eg; Builder Class, i cannot open it, i get redlines saying "Not an Object..." & breaking it, once unlocked, only obliterates everything instead of dropping the included items... I am wondering if it is because of a limited space capacity inside the briefcases?

 

Here is my modification of the Builder Class....

 

   <lootgroup name="BuilderClass" count="all">
           <item group="Survival Shirts" />
           <item group="Survival Pants" />
           <item group="Survival Hats" />
           <item group="vegetableStew" count="10" />
               <item name="herbalAntibiotics" count="3" />
               <item name="bottledWater" count="15" /> 
               <item name="firstAidBandage" count="5" />
       <item name="wornBoots" count="1" quality="470,470" />
       <item name="Builder Class Knowledge" count="1" />
       <item name="wrench" count="1" quality="470,470" />
       <item name="pickaxeIron" count="1" quality="470,470" />
       <item name="fireaxe" count="1" quality="470,470" />
<item name="shovel" count="1" quality="470,470" />
               <item name="clubSpiked" count="1" quality="470,470" />
       <item name="wood" count="1000" />
       <item name="woodFrame" count="100" />
<item name="AutoWall_Wood" count="50" />
       </lootgroup>

 

I'm very noob to codings ^^

 

 

If I had to guess I'd say the problem is this:

<item group="vegetableStew" count="10" />

 

If I had a nickle for every time I've made this mistake! Change that to item name and it should work. Let me know if it doesn't and I'll look again.

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[...]

 

to make something drop from a block the code would look like this

 

<block id="8" name="sand">
   <property name="Material" value="sand" />
   <property name="Shape" value="Terrain" />
   <property name="Mesh" value="terrain" />
   <property name="Texture" value="185" />
   <property name="DropScale" value="2" />
   <property name="Map.Color" value="167,136,107" />
<drop event="Harvest" name="sand" count="7" />
   [color="#FF8C00"]<drop event="Destroy" name="sand" count="3" prob="1.0" />[/color]	
 </block>

 

the color code will drop that item once the item is destroyed!

 

- - - Updated - - -

 

And you can add that code as many times as you want to a single block with all different items!

 

Thanks ! :)

 

 

[...]

 

If I had to guess I'd say the problem is this:

<item group="vegetableStew" count="10" />

 

If I had a nickle for every time I've made this mistake! Change that to item name and it should work. Let me know if it doesn't and I'll look again.

 

*facepalm* Thanks !!! :D

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I've tried again with the modding of the "builder class" with these codes;

 

          <lootgroup name="BuilderClass" count="all">
               <item name="scrapiron" count="500" />
	<item name="scrapiron" count="500" />
	<item name="scrapiron" count="500" />
	<item name="forgediron" count="50" />
               <item name="Builder Class Knowledge" count="1" />
               <item name="SeagraveFireaxeSchematic" count="1" />
       <item name="wrench" count="1" quality="300,300" />
           <item name="SeagraveFireaxe" count="1" quality="300,300" />
       <item name="wood" count="1000" />
<item name="wood" count="1000" />
<item name="wood" count="1000" />
       <item name="torch" count="10" />
       <item name="woodFrame" count="225" />
<item name="AutoWall_ScrapMetal" count="50" />
<item name="shovel" count="1" quality="300,300" />
<item name="pickaxeSteel" count="1" quality="200,200" />
<item name="pickaxeIron" count="1" quality="300,300" />
       </lootgroup>

(SeagraveFireaxe is from a mod)

so i am able to craft the suitcase via the book. place it on the ground. but when i use the "key", paper, it unlocks but then i have no option to loot it. and this is what appears in my console:

 

1426392881_UntitleDAFed1.jpg.5f6338df2b25bf0974c1ac0170b87a42.jpg

580931523_UntitleDAFed1.jpg.eea11d681e28c31ca98140dd4fcd05ac.jpg

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Just logged in to say, very nice mod, I hope TFP's look at adding something similar to the vanilla game, I mean after all, it maybe zombieland, but everyones gonna have some sort of skill set to fight them with :). Again, nice mod, thankyou.

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  • 2 weeks later...

@Tin

 

Search for "Class" in your recipe crafting list. You should see all the class briefcases. Pick the class you want and then craft it. This uses the clipboard. Now place your briefcase on the ground and unlock with with the key.

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  • 6 months later...
Doesn't seem to work for me I just get an endless building world screen and no null reference errors. The game seems to go on but I am stuck on the load in screen.

 

Check for double id numbers being used in blocks. Loot.xml make sure the group being referenced is above the section referencing those groups.

 

- - - Updated - - -

 

Upload output.log and maybe config folder can also help find the error

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  • 5 weeks later...
Add the items code to your items.xml

Add the blocks code to your blocks.xml

Add the loot code to your loot.xml

Add the recipes code to your recipes.xml

 

Modify the enityclasses.xml to have the changes detailed in the OP.

 

 

Honestly, If this is your first mod you might be better off getting something smaller first to get yourself more comfortable with the process. Its easy to do but it can be intimidating with all the steps. There are a few video guides on youtube that illustrate the basics of 7DTD xml modding - I'd recommend watching some of those first to get yourself prepared. If you're willing to put in the effort though I'll help you wherever I can.

 

So we aren't replacing anything in the xml's, just adding to the end?

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