Mod Idea Blood Plague Freak Idea

Christmas

Alamo Rookie
Joined
Jan 9, 2018
Seeing as this is a new freak in SoD2, we could mimic the idea and implement them in SoD:YOSE/1.

Possible features:
  • Have survivors recognize them as freaks.
  • Give them a different colored eye? Or some other identifying quality
  • Make a new fatecard for Blood Plague
  • Assign damages to include that fatecard (Assuming that's how it works, I need to look into it more.)
  • Be Lore-friendly.
The limitations I see:
  • Survivors wouldn't have custom dialog to point them out.
  • Would need to be updated after SoD2 to better mimic how Blood Plague works.
I'll flesh this idea out more tonight, I need to redownload SoD.
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
I can send you files I got from an infection I have already created in Lonewolf.

If you get bit by a zombie of feral you get infected.

At the beginning there are small impediments, small limit on health and stamina. This is called stage one of the plague.

During stage 1 of the plague the player will experience "fatigue spikes". A fatigue spike a a sudden and random spike of complete fatigue, where the player will lose all their stamina and be limping and struggling.
Fatigue Spikes last between 5-20secs before instant recovery.
At the beginning, fatigue spiked are less frequent and last very short.
The longer your infected with the plague the more frequent and prolong the fatigue spikes occur.

Stage 2-4 of the plague further decrease the limit in stamina and health, and by stage 3 players can potentially be dangerously low on stamina, depending on survivors. By stage 4 all survivors will have dramatic impediments.

The plague takes at minimum 5 game hours to fully evolve into stage 4, the final stage.

Combating the plague:

There are ways I have created to combat but he plague.

At home: you can use meds to help combat the plague. The rate of success is highly dependent on the stage of the infection, although these success rates are relatively low.

Cleo Drops: At Cleo drops players can collect a Single dose of "Suppressant - 79" a temporary cure for the plague. After completing a Cleo Drop players can use the Suppressant 79 to cure themselves of the plague. This method has significantly higher rates of success but is still dependent on the plague stage.
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
Okm i'm so sorry for the delay here are parts of the code for it:

This first one is for initiating and detecting the bite via fatecards

XML:
<FateDeck DeckEnabled="true" DeckName="DetectBite" DrawDelay="1s" HandSize="-1" PlayCooldown="1s">
    <FateCard Id="Randomize" Quantity="-1">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="RandomizeFoodValue" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Alts>
            <Alt AltId="Down" AltOdds="100.0" />
            <Alt AltId="Feral" AltOdds="100.0" />
            <Alt AltId="SolideBite_Zombie" AltOdds="100.0" />
        </Alts>
        <Effects />
      </Action>
      <Action ActionFlags="Alt" ActionId="Feral" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <Player_HasContextTag Invert="" Tag="InCombat" />
          <Player_HasContextTag Invert="" Tag="StruggleJump" />
          <Input InputAmount="True" InputFlags="" InputId="InCombat" />
          <Input InputAmount="True" InputFlags="" InputId="StruggleJump" />
          <RadioContextTag Name="InCombat" Value="true" />
          <RadioContextTag Name="StruggleJump" Value="true" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_1" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_2" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_3" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_4" />
        </Inputs>
        <Outputs>
           <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Plugue_Stage_1" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Down" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <Player_HasContextTag Invert="" Tag="InCombat" />
          <Player_HasContextTag Invert="" Tag="Down" />
          <Input InputAmount="True" InputFlags="" InputId="InCombat" />
          <Input InputAmount="True" InputFlags="" InputId="Down" />
          <RadioContextTag Name="InCombat" Value="true" />
          <RadioContextTag Name="Down" Value="true" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_1" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_2" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_3" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_4" />
        </Inputs>
        <Outputs>
           <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Plugue_Stage_1" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SolideBite_Zombie" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <Player_HasContextTag Invert="" Tag="InCombat" />
          <Player_HasContextTag Invert="" Tag="HeroStruggling" />
          <Input InputAmount="True" InputFlags="" InputId="InCombat" />
          <Input InputAmount="True" InputFlags="" InputId="HeroStruggling" />
          <RadioContextTag Name="InCombat" Value="true" />
          <RadioContextTag Name="HeroStruggling" Value="true" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_1" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_2" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_3" />
          <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_4" />
        </Inputs>
        <Outputs>
           <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Plugue_Stage_1" />
        </Outputs>
      </Action>
    </FateCard>
    </FateDeck>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
This next one is traits for the plague itself in characters.xml under "Mood" this for the first 2 stages
XML:
<CharacterTrait BadgeName="wounded" Flags="EventLog, Mood" Icon="trait_sick" TraitId="Sick_Plugue_Stage_1" Badge="26" IconId="82">
      <DescriptionText Flags="" Notes="Trait Description" Text="Headaches and Pains; Faltering Sickness..." />
      <ExpertiseBlock />
      <NameText Flags="" Notes="" Text="SICK: Alerting Fever" />
      <CharacterBonuses />
      <CommunityBonuses />
      <Evolve Event="EVOLVE_PLAGUE_STAGE_2">
        <Action ActionFlags="" ActionId="AdvanceSickness" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors>
            <Player HideWarnings="" Optional="" />
          </Actors>
          <Inputs>
            <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_1" />
            <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_2" />
          </Inputs>
          <Outputs>
            <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Mood.Sick_Plugue_Stage_1" />
            <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Plugue_Stage_2" />
          </Outputs>
        </Action>
      </Evolve>
      <Evolve Event="REMOVE_PLEGUE_HEAL">
        <Action ActionFlags="" ActionId="Remove" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors>
            <Player HideWarnings="" Optional="" />
          </Actors>
          <Inputs>
            <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_1" />
          </Inputs>
          <Outputs>
            <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Mood.Sick_Plugue_Stage_1" />
          </Outputs>
        </Action>
      </Evolve>
      <PlayerBonuses>
        <Action ActionFlags="" ActionId="PlayerBonusesHealth" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs />
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-10" OutputDuration="" OutputId="Character.HealthBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
        <Action ActionFlags="" ActionId="PlayerBonusesStamina" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs />
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-15" OutputDuration="" OutputId="Character.StaminaBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
        <Action ActionFlags="" ActionId="Deplete_Stephanie" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs>
            <Player_HasTrait Trait="Trait.Hobby.CleanEater" />
          </Inputs>
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-20" OutputDuration="" OutputId="Character.StaminaBonus" PauseWhenOffline="" />
            <RTSStat_Add DurationCancellable="" OutputAmount="-30" OutputDuration="" OutputId="Character.HealthBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
      </PlayerBonuses>
      <SubTraits>
        <Subtrait Name="Trait.MoodType.Sick" />
        <Subtrait Name="Trait.Status.PotentialMercyShot" />
        <Subtrait Name="Trait.Meta.NoLabor" />
        <Subtrait Name="Trait.Meta.Plague" />
      </SubTraits>
    </CharacterTrait>
    <CharacterTrait BadgeName="wounded" Flags="EventLog, Mood" Icon="trait_sick" TraitId="Sick_Plugue_Stage_2" Badge="26" IconId="82">
      <DescriptionText Flags="" Notes="Trait Description" Text="Severe Headaches and Pains; Intense Sickness..." />
      <ExpertiseBlock />
      <NameText Flags="" Notes="" Text="SICK: Dangerous Fever" />
      <CharacterBonuses />
      <CommunityBonuses />
      <Evolve Event="EVOLVE_PLAGUE_STAGE_3">
        <Action ActionFlags="" ActionId="AdvanceSickness" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors>
            <Player HideWarnings="" Optional="" />
          </Actors>
          <Inputs>
            <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_2" />
            <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_3" />
          </Inputs>
          <Outputs>
            <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Mood.Sick_Plugue_Stage_2" />
            <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Plugue_Stage_3" />
          </Outputs>
        </Action>
      </Evolve>
      <Evolve Event="REMOVE_PLEGUE_HEAL">
        <Action ActionFlags="" ActionId="Remove" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors>
            <Player HideWarnings="" Optional="" />
          </Actors>
          <Inputs>
            <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_2" />
          </Inputs>
          <Outputs>
            <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Mood.Sick_Plugue_Stage_2" />
          </Outputs>
        </Action>
      </Evolve>
      <PlayerBonuses>
        <Action ActionFlags="" ActionId="PlayerBonusesHealth" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs />
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-25" OutputDuration="" OutputId="Character.HealthBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
        <Action ActionFlags="" ActionId="PlayerBonusesStamina" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs />
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-35" OutputDuration="" OutputId="Character.StaminaBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
        <Action ActionFlags="" ActionId="Deplete_Stephanie" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs>
            <Player_HasTrait Trait="Trait.Hobby.CleanEater" />
          </Inputs>
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-35" OutputDuration="" OutputId="Character.StaminaBonus" PauseWhenOffline="" />
            <RTSStat_Add DurationCancellable="" OutputAmount="-45" OutputDuration="" OutputId="Character.HealthBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
      </PlayerBonuses>
      <SubTraits>
        <Subtrait Name="Trait.MoodType.Sick" />
        <Subtrait Name="Trait.Status.PotentialMercyShot" />
        <Subtrait Name="Trait.Meta.NoLabor" />
        <Subtrait Name="Trait.Meta.Plague" />
      </SubTraits>
    </CharacterTrait>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
This is the rest of the traits for the plague itself in characters.xml under "mood"; Stage 3 and Stage 4

XML:
<CharacterTrait BadgeName="wounded" Flags="EventLog, Mood" Icon="trait_sick" TraitId="Sick_Plugue_Stage_3" Badge="26" IconId="82">
      <DescriptionText Flags="" Notes="Trait Description" Text="Severe Headaches and Pains; Dangerously Ill..." />
      <ExpertiseBlock />
      <NameText Flags="" Notes="" Text="SICK: Lethal Illness" />
      <CharacterBonuses />
      <CommunityBonuses />
      <Evolve Event="EVOLVE_PLAGUE_STAGE_4">
        <Action ActionFlags="" ActionId="AdvanceSickness" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors>
            <Player HideWarnings="" Optional="" />
          </Actors>
          <Inputs>
            <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_3" />
            <Player_HasTrait Trait="!Trait.Mood.Sick_Plugue_Stage_4" />
          </Inputs>
          <Outputs>
            <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Mood.Sick_Plugue_Stage_3" />
            <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Sick_Plugue_Stage_4" />
          </Outputs>
        </Action>
      </Evolve>
      <Evolve Event="REMOVE_PLEGUE_HEAL">
        <Action ActionFlags="" ActionId="Remove" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors>
            <Player HideWarnings="" Optional="" />
          </Actors>
          <Inputs>
            <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_3" />
          </Inputs>
          <Outputs>
            <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Mood.Sick_Plugue_Stage_3" />
          </Outputs>
        </Action>
      </Evolve>
      <PlayerBonuses>
        <Action ActionFlags="" ActionId="PlayerBonusesHealth" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs />
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-45" OutputDuration="" OutputId="Character.HealthBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
        <Action ActionFlags="" ActionId="PlayerBonusesStamina" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs />
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-55" OutputDuration="" OutputId="Character.StaminaBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
        <Action ActionFlags="" ActionId="Deplete_Stephanie" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs>
            <Player_HasTrait Trait="Trait.Hobby.CleanEater" />
          </Inputs>
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-45" OutputDuration="" OutputId="Character.StaminaBonus" PauseWhenOffline="" />
            <RTSStat_Add DurationCancellable="" OutputAmount="-55" OutputDuration="" OutputId="Character.HealthBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
      </PlayerBonuses>
      <SubTraits>
        <Subtrait Name="Trait.MoodType.Sick" />
        <Subtrait Name="Trait.Status.PotentialMercyShot" />
        <Subtrait Name="Trait.Meta.NoLabor" />
        <Subtrait Name="Trait.Meta.Plague" />
      </SubTraits>
    </CharacterTrait>
    <CharacterTrait BadgeName="wounded" Flags="EventLog, Mood" Icon="trait_sick" TraitId="Sick_Plugue_Stage_4" Badge="26" IconId="82">
      <DescriptionText Flags="" Notes="Trait Description" Text="Consistent Suffering; No return; Death is Inevitable" />
      <ExpertiseBlock />
      <NameText Flags="" Notes="" Text="SICK: Suffering" />
      <CharacterBonuses />
      <CommunityBonuses />
      <PlayerBonuses>
        <Action ActionFlags="" ActionId="PlayerBonusesHealth" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs />
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-60" OutputDuration="" OutputId="Character.HealthBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
        <Action ActionFlags="" ActionId="PlayerBonusesStamina" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs />
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-70" OutputDuration="" OutputId="Character.StaminaBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
        <Action ActionFlags="" ActionId="Deplete_Stephanie" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs>
            <Player_HasTrait Trait="Trait.Hobby.CleanEater" />
          </Inputs>
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-60" OutputDuration="" OutputId="Character.StaminaBonus" PauseWhenOffline="" />
            <RTSStat_Add DurationCancellable="" OutputAmount="-70" OutputDuration="" OutputId="Character.HealthBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
      </PlayerBonuses>
      <SubTraits>
        <Subtrait Name="Trait.MoodType.Sick" />
        <Subtrait Name="Trait.Status.PotentialMercyShot" />
        <Subtrait Name="Trait.Meta.NoLabor" />
        <Subtrait Name="Trait.Meta.Plague" />
      </SubTraits>
    </CharacterTrait>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
This next set of traits are also in characters.xml but instead under "Meta". This is for the Fatigue Spikes:

XML:
<CharacterTrait BadgeName="" Flags="Hidden" Icon="" TraitId="LW_FatigueSpike" Badge="" IconId="">
      <DescriptionText Flags="" Notes="Trait Description" Text="." />
      <ExpertiseBlock />
      <NameText Flags="" Notes="" Text="" />
      <CharacterBonuses />
      <CommunityBonuses />
      <PlayerBonuses>
        <Action ActionFlags="" ActionId="StaminaDrop" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs />
          <Outputs>
            <RTSStat_Add DurationCancellable="" OutputAmount="-230" OutputDuration="" OutputId="Character.StaminaBonus" PauseWhenOffline="" />
          </Outputs>
        </Action>
      </PlayerBonuses>     
      <Evolve Event="SPIKE_RECOVER">
        <Action ActionFlags="" ActionId="Remove" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
          <RTSActionIcon Name="" Id="" />
          <NameText Flags="" Notes="" Text="" />
          <Actors />
          <Alts />
          <Effects />
          <Inputs>
            <Player_HasTrait Trait="Trait.Meta.LW_FatigueSpike" />
          </Inputs>
          <Outputs>
            <Actor_GiveTrait ActorIndex="" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.LW_FatigueSpike" />
          </Outputs>
        </Action>
      </Evolve>
    </CharacterTrait>
    <CharacterTrait BadgeName="" Flags="Hidden" Icon="" TraitId="Plague" Badge="" IconId="">
      <DescriptionText Flags="" Notes="Trait Description" Text="" />
      <ExpertiseBlock />
      <NameText Flags="" Notes="" Text="" />
      <CharacterBonuses />
      <CommunityBonuses />
      <PlayerBonuses />
      <SubTraits />
    </CharacterTrait>
    <CharacterTrait BadgeName="" Flags="Hidden" Icon="" TraitId="Spike_Early" Badge="" IconId="">
      <DescriptionText Flags="" Notes="Trait Description" Text="" />
      <ExpertiseBlock />
      <NameText Flags="" Notes="" Text="" />
      <CharacterBonuses />
      <CommunityBonuses />
      <PlayerBonuses />
      <SubTraits>
        <Subtrait Name="Trait.Meta.Spike_Suceptable" />
      </SubTraits>
    </CharacterTrait>
    <CharacterTrait BadgeName="" Flags="Hidden" Icon="" TraitId="Spike_Inter" Badge="" IconId="">
      <DescriptionText Flags="" Notes="Trait Description" Text="" />
      <ExpertiseBlock />
      <NameText Flags="" Notes="" Text="" />
      <CharacterBonuses />
      <CommunityBonuses />
      <PlayerBonuses />
      <SubTraits>
        <Subtrait Name="Trait.Meta.Spike_Suceptable" />
      </SubTraits>
    </CharacterTrait>
    <CharacterTrait BadgeName="" Flags="Hidden" Icon="" TraitId="Spike_Heavy" Badge="" IconId="">
      <DescriptionText Flags="" Notes="Trait Description" Text="" />
      <ExpertiseBlock />
      <NameText Flags="" Notes="" Text="" />
      <CharacterBonuses />
      <CommunityBonuses />
      <PlayerBonuses />
       <SubTraits>
        <Subtrait Name="Trait.Meta.Spike_Suceptable" />
      </SubTraits>
    </CharacterTrait>
    <CharacterTrait BadgeName="" Flags="Hidden" Icon="" TraitId="Spike_Suceptable" Badge="" IconId="">
      <DescriptionText Flags="" Notes="Trait Description" Text="" />
      <ExpertiseBlock />
      <NameText Flags="" Notes="" Text="" />
      <CharacterBonuses />
      <CommunityBonuses />
      <PlayerBonuses />
       <SubTraits />
    </CharacterTrait>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
This one is for the evolution of the Plague as a whole, processing from stage one onwards to stage 4 all in Fatecards.xml

XML:
<FateDeck DeckEnabled="true" DeckName="System_PlagueEvolution" DrawDelay="1.4m" HandSize="-1" PlayCooldown="2m">
    <FateCard Id="Plague" Quantity="-1">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="OrganizeEvents" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Alts>
        <!--
          <Alt AltId="PlagueReminder" AltOdds="100.0" />-->
          <Alt AltId="Plague_Stage_4" AltOdds="100.0" />
          <Alt AltId="Plague_Stage_3" AltOdds="100.0" />
          <Alt AltId="Plague_Stage_2" AltOdds="100.0" />
          <Alt AltId="BeginPlagueProgression" AltOdds="100.0" />
        </Alts>
      </Action>
      <Action ActionFlags="Alt" ActionId="BeginPlagueProgression" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.PlagueTimer" Invert="" />
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_1" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="-1" OutputId="Status.Recent.Plague_Varified" PauseWhenOffline="True" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="2h" OutputId="Status.Recent.PlagueTimer" PauseWhenOffline="true" />
          <Display_Text Flags="" Notes="" Text="Plague Detected" Type="Banner - Secondary" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Plague_Stage_2" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.PlagueTimer" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Recent.Plague_Varified" Invert="" />
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_1" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_2" PauseWhenOffline="True" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1.5h" OutputId="Status.Recent.PlagueTimer" PauseWhenOffline="true" />
          <Display_Text Flags="" Notes="" Text="Plague Advanced - Stage 2" Type="Banner - Secondary" />
          <Actor_EvolveTraits ActorIndex="0" Event="EVOLVE_PLAGUE_STAGE_2" EventLogOutput="None" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
           <NameText Flags="" Notes="" Text="ALERT: Sickness Evolved" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I feel like death - %1$s" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Getting Worse." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Possessed a Dangerous Sickness." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Plague_Stage_3" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.PlagueTimer" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Recent.Plague_Stage_2" Invert="" />
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_2" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_3" PauseWhenOffline="True" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1.5h" OutputId="Status.Recent.PlagueTimer" PauseWhenOffline="true" />
          <Display_Text Flags="" Notes="" Text="Plague Advanced - Stage 3" Type="Banner - Secondary" />
          <Actor_EvolveTraits ActorIndex="0" Event="EVOLVE_PLAGUE_STAGE_3" EventLogOutput="None" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
           <NameText Flags="" Notes="" Text="ALERT: Sickness Evolved" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I feel like death - %1$s" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Getting Worse." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Possessed a Dangerous Sickness." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Plague_Stage_4" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.PlagueTimer" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Recent.Plague_Stage_3" Invert="" />
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_3" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_4" PauseWhenOffline="True" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Status.Recent.PlagueTimer" PauseWhenOffline="true" />
          <Display_Text Flags="" Notes="" Text="Plague Advanced - Stage 4" Type="Banner - Secondary" />
          <Actor_EvolveTraits ActorIndex="0" Event="EVOLVE_PLAGUE_STAGE_4" EventLogOutput="None" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
           <NameText Flags="" Notes="" Text="ALERT: Sickness Evolved" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I feel like death - %1$s" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Getting Worse." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Possessed a Dangerous Sickness." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
  </FateCard>
  </FateDeck>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
This next one is located in RTSEvents. This is for the determination of the Fatigue Spikes - frequency, Length, ect- and is placed in the event: Update.30s


XML:
<Action ActionFlags="" ActionId="Plague_FatigueSpike" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts>
            <Alt AltId="Void_EarlySick" AltOdds="90.0" />
            <Alt AltId="Void_InterSick" AltOdds="75.0" />
            <Alt AltId="Void_HeavySick" AltOdds="60.0" />
            <Alt AltId="Spike_Heavy_EarlySick" AltOdds="20.0" />
            <Alt AltId="Spike_Heavy_InterSick" AltOdds="25.0" />
            <Alt AltId="Spike_Heavy_HeavySick" AltOdds="30.0" />
            <Alt AltId="Spike_Inter_EarlySick" AltOdds="30.0" />
            <Alt AltId="Spike_Inter_InterSick" AltOdds="40.0" />
            <Alt AltId="Spike_Inter_HeavySick" AltOdds="50.0" />
        </Alts>
        <Effects />
         <Inputs>
          <CheckBool InputFlags="" InputId="!Game.Player.Base" Invert="" />
          <Player_HasTrait Trait="Trait.Meta.Plague" />
          <Player_HasTrait Trait="Trait.Meta.Spike_Suceptable" />
        </Inputs>
        <Outputs>
          <Scene_ScenePlay Scene="SickTalk" SceneReason="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="5s" PauseWhenOffline="" Trait="Trait.Meta.LW_FatigueSpike" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Spike_Heavy_EarlySick" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
         <Inputs>
          <CheckBool InputFlags="" InputId="!Game.Player.Base" Invert="" />
          <Player_HasTrait Trait="Trait.Meta.Plague" />
          <Player_HasTrait Trait="Trait.Meta.Spike_Early" />
        </Inputs>
        <Outputs>
          <Scene_ScenePlay Scene="SickTalk" SceneReason="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="20s" PauseWhenOffline="" Trait="Trait.Meta.LW_FatigueSpike" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Spike_Heavy_InterSick" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
         <Inputs>
          <CheckBool InputFlags="" InputId="!Game.Player.Base" Invert="" />
          <Player_HasTrait Trait="Trait.Meta.Plague" />
          <Player_HasTrait Trait="Trait.Meta.Spike_Inter" />
        </Inputs>
        <Outputs>
          <Scene_ScenePlay Scene="SickTalk" SceneReason="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="20s" PauseWhenOffline="" Trait="Trait.Meta.LW_FatigueSpike" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Spike_Heavy_HeavySick" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
         <Inputs>
          <CheckBool InputFlags="" InputId="!Game.Player.Base" Invert="" />
          <Player_HasTrait Trait="Trait.Meta.Plague" />
          <Player_HasTrait Trait="Trait.Meta.Spike_Heavy" />
        </Inputs>
        <Outputs>
          <Scene_ScenePlay Scene="SickTalk" SceneReason="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="20s" PauseWhenOffline="" Trait="Trait.Meta.LW_FatigueSpike" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Spike_Inter_EarlySick" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
         <Inputs>
          <CheckBool InputFlags="" InputId="!Game.Player.Base" Invert="" />
          <Player_HasTrait Trait="Trait.Meta.Plague" />
          <Player_HasTrait Trait="Trait.Meta.Spike_Early" />
        </Inputs>
        <Outputs>
          <Scene_ScenePlay Scene="SickTalk" SceneReason="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="10s" PauseWhenOffline="" Trait="Trait.Meta.LW_FatigueSpike" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Spike_Inter_InterSick" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
         <Inputs>
          <CheckBool InputFlags="" InputId="!Game.Player.Base" Invert="" />
          <Player_HasTrait Trait="Trait.Meta.Plague" />
          <Player_HasTrait Trait="Trait.Meta.Spike_Inter" />
        </Inputs>
        <Outputs>
          <Scene_ScenePlay Scene="SickTalk" SceneReason="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="10s" PauseWhenOffline="" Trait="Trait.Meta.LW_FatigueSpike" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Spike_Inter_HeavySick" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
         <Inputs>
          <CheckBool InputFlags="" InputId="!Game.Player.Base" Invert="" />
          <Player_HasTrait Trait="Trait.Meta.Plague" />
          <Player_HasTrait Trait="Trait.Meta.Spike_Heavy" />
        </Inputs>
        <Outputs>
          <Scene_ScenePlay Scene="SickTalk" SceneReason="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="10s" PauseWhenOffline="" Trait="Trait.Meta.LW_FatigueSpike" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Void_EarlySick" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
         <Inputs>
          <Player_HasTrait Trait="Trait.Meta.Spike_Early" />
        </Inputs>
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="Void_InterSick" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
         <Inputs>
          <Player_HasTrait Trait="Trait.Meta.Spike_Inter" />
        </Inputs>
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="Void_HeavySick" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
         <Inputs>
          <Player_HasTrait Trait="Trait.Meta.Spike_Heavy" />
        </Inputs>
        <Outputs />
      </Action>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
This next piece of code is for the evolution of Fatigue Spikes in Fatecards.xml

XML:
<FateDeck DeckEnabled="true" DeckName="System_SpikeEvolution" DrawDelay="1.3m" HandSize="-1" PlayCooldown="2.1m">
    <FateCard Id="PlagueSpikeFrequency" Quantity="-1">
      <DescriptionText Flags="" Notes="" Text="" />
      <Action ActionFlags="" ActionId="OrganizeEvents" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Alts>
          <Alt AltId="Spike_Heavy" AltOdds="100.0" />
          <Alt AltId="Spike_Inter" AltOdds="100.0" />
          <Alt AltId="BeginSpikeProgression" AltOdds="100.0" />
        </Alts>
      </Action>
      <Action ActionFlags="Alt" ActionId="BeginSpikeProgression" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Effects />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.SpikeTimer" Invert="" />
          <Player_HasTrait Trait="Trait.Meta.Plague" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="-1" OutputId="Status.Recent.Spike_Varified" PauseWhenOffline="True" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="40m" OutputId="Status.Recent.SpikeTimer" PauseWhenOffline="true" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="-1" PauseWhenOffline="" Trait="Trait.Meta.Spike_Early" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Spike_Inter" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.SpikeTimer" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Recent.Spike_Varified" Invert="" />
          <Player_HasTrait Trait="Trait.Meta.Spike_Early" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="-1" OutputId="Status.Recent.Spike_Inter" PauseWhenOffline="True" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="40m" OutputId="Status.Recent.SpikeTimer" PauseWhenOffline="true" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="-1" PauseWhenOffline="" Trait="!Trait.Meta.Spike_Early" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="-1" PauseWhenOffline="" Trait="Trait.Meta.Spike_Inter" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Spike_Heavy" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.Recent.SpikeTimer" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Recent.Spike_Inter" Invert="" />
          <Player_HasTrait Trait="Trait.Meta.Spike_Inter" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="-1" OutputId="Status.Recent.Spike_Inter" PauseWhenOffline="True" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.Recent.SpikeTimer" PauseWhenOffline="true" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="-1" PauseWhenOffline="" Trait="!Trait.Meta.Spike_Early" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="-1" PauseWhenOffline="" Trait="!Trait.Meta.Spike_Inter" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="-1" PauseWhenOffline="" Trait="Trait.Meta.Spike_Heavy" />
        </Outputs>
      </Action>
  </FateCard>
  </FateDeck>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
And these are the codes go to the facilities for curing the virus in "facilities.xml"

This one goes to all the actions in the infirmary.
XML:
<Action ActionFlags="DelayOutputs" ActionId="CombatInfection" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="45m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Spend Medical supplies in an attmpt to recover from the Plague. (Rate Varies by Virus Stage)" />
              <RTSActionIcon Name="char_killed" Id="76" />
              <NameText Flags="" Notes="" Text="Combat Plague" />
              <Actors>
              <!-- MAKE ONLY DOCTOR?
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.TattooArtist" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Needs Tattoo Artist" />
                </Character>
                -->
                <Player HideWarnings="" Optional="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Medicine" />
                <Spend InputAmount="100" InputFlags="Required" InputId="Family.Influence" />
                <Player_HasTrait Trait="Trait.Meta.Plague" >
                  <ErrorText Flags="" Notes="" Text="NOT Infected" />
                </Player_HasTrait>
              </Inputs>
              <Outputs>
               <EventTrigger Event="Event.CombatPlague" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.Medical" />
              </Wants>
            </Action>
And this one goes with the radio center:

XML:
<Action ActionFlags="DelayOutputs" ActionId="CombatInfection_CLEO" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="5m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="5s" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Use Suppressant-79 to attempt recovery from the Plague. Suppressant-79 is collected from CLEO Drops (Rate Varies by Virus Stage. HIGH ReCOVERY CHANCE)" />
              <RTSActionIcon Name="char_killed" Id="76" />
              <NameText Flags="" Notes="" Text="Combat Plague via Suppressant-79" />
              <Actors>
                <Player HideWarnings="" Optional="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Recent.PlagueFac_Allowed" Invert="" >
                  <ErrorText Flags="" Notes="" Text="Must Collect From CLEO Drop" />
                </CheckBool>
                <Player_HasTrait Trait="Trait.Meta.Plague" >
                  <ErrorText Flags="" Notes="" Text="NOT Infected" />
                </Player_HasTrait>
              </Inputs>
              <Outputs>
               <EventTrigger Event="Event.CombatPlague_CLEO" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.Medical" />
              </Wants>
            </Action>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
And this is for the activations of the suppressant at cleo drops in mission.xml. Just add this as a "location event" under the objective "Leave".
Do it for each cleo bracket

XML:
<LocationEvents>
                <LocationEvent ActorIndex="1" Flags="" Radius="100">
                 <Action ActionFlags="" ActionId="GiveCleo_AntiVirus" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="4.0s" PauseWhenOffline="">
                    <RTSActionIcon Name="" Id="" />
                    <NameText Flags="" Notes="" Text="" />
                    <Actors />
                    <Alts />
                    <Effects />
                    <Inputs />
                    <Outputs>
                      <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="-1" OutputId="Status.Recent.AntiVirus_Collected" PauseWhenOffline="True" />
                      <Display_Text Flags="" Notes="" Text="Suppressant-79 Collected" Type="Banner - Secondary" />
                    </Outputs>
                  </Action>
                </LocationEvent>
               </LocationEvents>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
And finally and not least is the healing events for the plague. In RtsEvents. These are two new events, just add them anywhere.

Here's half of the first event for the medical Facility Call.

XML:
<Event Id="Event.CombatPlague">
    <Actions>
      <Action ActionFlags="" ActionId="DetectVirusStage" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Alts>
          <Alt AltId="Plague_Stage_4" AltOdds="100.0" />
          <Alt AltId="Plague_Stage_3" AltOdds="20.0" />
          <Alt AltId="Plague_Stage_2" AltOdds="30.0" />
          <Alt AltId="Plague_Stage_1" AltOdds="40.0" />
          <Alt AltId="FailToHeal"       AltOdds="100.0" />
        </Alts>
      </Action>
      <Action ActionFlags="Alt" ActionId="Plague_Stage_1" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_1" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="Recovered" Type="Banner - Secondary" />
          <Actor_EvolveTraits ActorIndex="0" Event="REMOVE_PLEGUE_HEAL" EventLogOutput="None" />
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Stimulant" IconId="107">
           <NameText Flags="" Notes="" Text="HEALED: PLAGUE RECOVERY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Successfully Recovered" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Gone." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Fully Healed!" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Varified" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_2" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_3" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_4" PauseWhenOffline="true" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Plague_Stage_2" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_2" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="Recovered" Type="Banner - Secondary" />
          <Actor_EvolveTraits ActorIndex="0" Event="REMOVE_PLEGUE_HEAL" EventLogOutput="None" />
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Stimulant" IconId="107">
           <NameText Flags="" Notes="" Text="HEALED: PLAGUE RECOVERY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Successfully Recovered" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Gone." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Fully Healed!" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Varified" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_2" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_3" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_4" PauseWhenOffline="true" />
        </Outputs>
      </Action>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
Here's the other half of the first event for medical facilities

XML:
<Action ActionFlags="Alt" ActionId="Plague_Stage_3" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_3" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="Recovered" Type="Banner - Secondary" />
          <Actor_EvolveTraits ActorIndex="0" Event="REMOVE_PLEGUE_HEAL" EventLogOutput="None" />
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Stimulant" IconId="107">
           <NameText Flags="" Notes="" Text="HEALED: PLAGUE RECOVERY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Successfully Recovered" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Gone." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Fully Healed!" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Varified" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_2" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_3" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_4" PauseWhenOffline="true" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Plague_Stage_4" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_4" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="Unable To Recover" Type="Banner - Secondary" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
           <NameText Flags="" Notes="" Text="ALERT: PLAGUE TOO ADVANCE" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Unable to recover from sickness" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Too Advanced To Heal." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Unable To Heal" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Varified" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_2" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_3" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_4" PauseWhenOffline="true" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="FailToHeal" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Stimulant" IconId="107">
           <NameText Flags="" Notes="" Text="ALERT: Recovery Failure" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Failure To Recover from Plague" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Getting Worse." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Possessed a Dangerous Sickness." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </Actions>
  </Event>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
Here's half of the 2nd Event for curing the plague. This ones for the cleo version.

XML:
<Event Id="Event.CombatPlague_Cleo">
    <Actions>
      <Action ActionFlags="" ActionId="DetectVirusStage" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Alts>
          <Alt AltId="Plague_Stage_4" AltOdds="30.0" />
          <Alt AltId="Plague_Stage_3" AltOdds="48.0" />
          <Alt AltId="Plague_Stage_2" AltOdds="60.0" />
          <Alt AltId="Plague_Stage_1" AltOdds="85.0" />
          <Alt AltId="FailToHeal"       AltOdds="100.0" />
        </Alts>
      </Action>
      <Action ActionFlags="Alt" ActionId="Plague_Stage_1" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_1" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="Recovered" Type="Banner - Secondary" />
          <Actor_EvolveTraits ActorIndex="0" Event="REMOVE_PLEGUE_HEAL" EventLogOutput="None" />
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Stimulant" IconId="107">
           <NameText Flags="" Notes="" Text="HEALED: PLAGUE RECOVERY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Successfully Recovered" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Gone." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Fully Healed!" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Varified" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_2" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_3" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_4" PauseWhenOffline="true" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Plague_Stage_2" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_2" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="Recovered" Type="Banner - Secondary" />
          <Actor_EvolveTraits ActorIndex="0" Event="REMOVE_PLEGUE_HEAL" EventLogOutput="None" />
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Stimulant" IconId="107">
           <NameText Flags="" Notes="" Text="HEALED: PLAGUE RECOVERY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Successfully Recovered" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Gone." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Fully Healed!" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Varified" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_2" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_3" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_4" PauseWhenOffline="true" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Plague_Stage_3" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_3" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="Recovered" Type="Banner - Secondary" />
          <Actor_EvolveTraits ActorIndex="0" Event="REMOVE_PLEGUE_HEAL" EventLogOutput="None" />
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Stimulant" IconId="107">
           <NameText Flags="" Notes="" Text="HEALED: PLAGUE RECOVERY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Successfully Recovered" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Gone." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Fully Healed!" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Varified" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_2" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_3" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_4" PauseWhenOffline="true" />
        </Outputs>
      </Action>
 

AmeliaCrasman

Missing Survivor
Joined
Jan 13, 2018
Here's the other half of Event.CombatPlague_Cleo

XML:
<Action ActionFlags="Alt" ActionId="Plague_Stage_4" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Mood.Sick_Plugue_Stage_4" />
        </Inputs>
        <Outputs>
        
          <Display_Text Flags="" Notes="" Text="Unable To Recover" Type="Banner - Secondary" />
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="House" IconId="10">
           <NameText Flags="" Notes="" Text="ALERT: PLAGUE TO ADVANCE" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Unable to recover from sickness" />
                <SummaryText Flags="" Notes="" Text="Sickness Is Too Advanced To Heal." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Unable To Heal" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Varified" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_2" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_3" PauseWhenOffline="true" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.Plague_Stage_4" PauseWhenOffline="true" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="FailToHeal" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Outputs>
          <EventLog DisplayType="FateCard" EventFlags="General" Icon="Stimulant" IconId="107">
           <NameText Flags="" Notes="" Text="ALERT: Suppressant Failure" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Suppressants aren't 100% reliable; offering a  75% success rate at stage 1 of the virus and a 30% success rate at stage 4; yet the suppressant possess the highest odds of recovery." />
                <SummaryText Flags="" Notes="" Text="High Odds, but not 100% reliable." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Time is Running Out." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ClearConditions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Effects />
        <Inputs />
        <Outputs>
          <Display_Text Flags="" Notes="" Text="Suppressant Used" Type="Banner - Secondary" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.PlagueFac_Allowed" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="-1" OutputId="Status.Recent.AntiVirus_Collected" PauseWhenOffline="true" />
          
          
        </Outputs>
      </Action>
    </Actions>
  </Event>
 

LiNanMian1984

Alamo Rookie
Joined
Feb 4, 2018
Think you might have had a double line of code. Read it. Looked good.


Overlapping lines can cause the issue. If you could speak to other modders maybe would see where it bungled.

@WillieSea could you check this and see where it may have gone wrong?
 

QMJS

Zed Hunter
Joined
Jan 9, 2018
Location
Eastern USA
Set everything up and managed to crash my game on start up. Unsure where I went wrong.

I'm probably going to start from the beginning again.
Change the .bmd files to .bmdtemp, then activate one at a time by putting them back to BMD. You'll find one (or more) that will crash, so check the code in those and recompile to .bmd from the xml. (this can often be as simple as a missing >)
 

Christmas

Alamo Rookie
Joined
Jan 9, 2018
Change the .bmd files to .bmdtemp, then activate one at a time by putting them back to BMD. You'll find one (or more) that will crash, so check the code in those and recompile to .bmd from the xml. (this can often be as simple as a missing >)
Found the crash thanks to this!

Updates soon.
 
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