Balanced Status Pods (known as "shrines"). This version keeps it risky while the rewards are increased to make it more tempting. For a no-risk healing/money version, http://community.playstarbound.com/index.php?threads/preset-no-penalty-statuspods-shrines.49681/ - They're shattered by weapons. - They drop 250 pixels when destroyed by weapons or tools. - The pixel drop is guaranteed while activating the shrine is optional on top of that. - When used, random effects include: Full heal, the original Glow/Speed/Jump buffs lasting 4 minutes, a spray of damaging slime, rarest is an easily-dodged ball of death, don't stand too close! Files in Starbound\assets\ \objects\generic\statuspod\statuspod.object \projectiles\healingstatusprojectile\healingstatusprojectile.projectile \projectiles\throwable\glowgas\glowgas.projectile \projectiles\throwable\jumpgas\jumpgas.projectile \projectiles\throwable\rungas\rungas.projectile \statuseffects\glowshrine.statuseffect \statuseffects\runshrine.statuseffect \statuseffects\jumpshrine.statuseffect
Dude, thanks. Noticing it 's a lot more files.. no biggy, but may I ask why? And here's hoping you become a big modder for SB. If I didn't have work, I might try my hand at being a texture artist.
The 3 statuseffect files contain the buff durations, they're copied to avoid overwriting the originals in case of conflicts like if someone wants a different projectile to have a different buff duration from them.
I was directed here in my search for someone who would know how to make our own "health regen status effect" Do you have any idea on how to add own statuseffect, Want something that makes me regenerate health passive, but still be able to use stimpacks or bandages. Ive only tried to edit t10 leg-piece to gain a stimpack effect at low regen rate (0.2).
If you want to keep it simple and skip making your own statuseffect with whatever changes, use an existing one depending on what you prefer as a visual effect. Code: { "kind" : "Health", "amount" : 0.1 } That's the basic healing effect, like when a bandage is used. Otherwise, \assets\statuseffects\passivehealth.statuseffect Code: { "kind" : "passivehealth", "duration" : 1, "primitives" : [ { "name" : "Health", "mode" : "max", "amount" : 0.5 } ], "effectSources" : [ "healthstim" ] } Add it to armor, as a new entry in the status effects section. Here's a T10 helm. Code: "statusEffects" : [ { "kind" : "ColdProtection", "amount" : "28.5" }, { "kind" : "Protection", "level" : 36, "amount" : 150 }, { "kind" : "energyincrease", "amount" : 400 }, { "kind" : "passivehealth", "amount" : 0.1 //Just tweak this to balance the regen! } ], Go to Starbound\assets\effects for visuals for your status effects. "effectSources" : [ "healthstim" ] is reading from there. Make everything set you on fire.
Hi Denninja, I understand your code and I was doing the same but it doesn't work for me. Does it work on your game? E/ I put the code in apextier1.head as I play an apex
I won't post anything without testing, I promise. Make sure it's in the right spot, here's your entire file modded, I just tried it, works fine. Code: { "itemName" : "apextier1head", "inventoryIcon" : "icons.png:head", "dropCollision" : [-4.0, -3.0, 4.0, 3.0], "maxStack" : 1, "rarity" : "Common", "description" : "A mass-produced iron mask that somewhat disguises the wearer's identity.", "shortdescription" : "Defector's Mask", "inspectionKind" : "armor", "maleFrames" : "head.png", "femaleFrames" : "head.png", "mask" : "mask.png", "statusEffects" : [ { "kind" : "coldprotection", "amount" : "1" }, { "kind" : "protection", "amount" : 4.5 }, { "kind" : "energyincrease", "amount" : 15 }, { "kind" : "Health", "amount" : 0.5 } ], "colorOptions" : [ /* GREY */ { "ffca8a" : "b5b5b5", "e0975c" : "808080", "a85636" : "555555", "6f2919" : "303030" }, /* BLACK */ { "ffca8a" : "838383", "e0975c" : "555555", "a85636" : "383838", "6f2919" : "151515" }, /* GREY */ { "ffca8a" : "b5b5b5", "e0975c" : "808080", "a85636" : "555555", "6f2919" : "303030" }, /* WHITE */ { "ffca8a" : "e6e6e6", "e0975c" : "b6b6b6", "a85636" : "7b7b7b", "6f2919" : "373737" }, /* RED */ { "ffca8a" : "f4988c", "e0975c" : "d93a3a", "a85636" : "932625", "6f2919" : "601119" }, /* ORANGE */ { "ffca8a" : "ffd495", "e0975c" : "ea9931", "a85636" : "af4e00", "6f2919" : "6e2900" }, /* YELLOW */ { "ffca8a" : "ffffa7", "e0975c" : "e2c344", "a85636" : "a46e06", "6f2919" : "642f00" }, /* GREEN */ { "ffca8a" : "b2e89d", "e0975c" : "51bd3b", "a85636" : "247824", "6f2919" : "144216" }, /* BLUE */ { "ffca8a" : "96cbe7", "e0975c" : "5588d4", "a85636" : "344495", "6f2919" : "1a1c51" }, /* PURPLE */ { "ffca8a" : "d29ce7", "e0975c" : "a451c4", "a85636" : "6a2284", "6f2919" : "320c40" }, /* PINK */ { "ffca8a" : "eab3db", "e0975c" : "d35eae", "a85636" : "97276d", "6f2919" : "59163f" }, /* BROWN */ { "ffca8a" : "ccae7c", "e0975c" : "a47844", "a85636" : "754c23", "6f2919" : "472b13" } /* { "ffca8a" : "d4c398", "e0975c" : "bda67a", "a85636" : "9c7f54", "6f2919" : "755937" }, { "ffca8a" : "d5595f", "e0975c" : "a32c2c", "a85636" : "71291b", "6f2919" : "4c1e10" }, { "ffca8a" : "46b3e8", "e0975c" : "1a7bb5", "a85636" : "0e427e", "6f2919" : "072655" }, { "ffca8a" : "b0e944", "e0975c" : "78b618", "a85636" : "3f7f0d", "6f2919" : "255606" }, { "ffca8a" : "eef055", "e0975c" : "d3bb1c", "a85636" : "9c8011", "6f2919" : "644807" }, { "ffca8a" : "fd8d30", "e0975c" : "ca6705", "a85636" : "8c5d00", "6f2919" : "5c4400" }, { "ffca8a" : "c260ff", "e0975c" : "931ad0", "a85636" : "710587", "6f2919" : "52015b" }, { "ffca8a" : "717171", "e0975c" : "505050", "a85636" : "363636", "6f2919" : "181818" }, { "ffca8a" : "e6e9ea", "e0975c" : "c6d2d4", "a85636" : "97abac", "6f2919" : "627677" } */ ] } Were you using this first method or a custom statuseffect? They both work for me.
I used the custom statuseffect and now I've try this method and it doesn't make anything. I've try with a new char also and all my files are the original for the test. ?_? E/ Does the amount 0.5 means 50%/sec?