RimWorld

RimWorld

Multi Verb Combat Framework [OBSOLETE]
40 Comments
Baskerville 13 Apr, 2024 @ 7:46pm 
Hi, great mod. Like Xercaine I also have a question about the VEF integrated mod but thought this was the better area to ask. I have a weapon with multiple attacks. I want one certain accurate attack to be the default attack (used for the standard attack hotkey and for a pawn's firing at will). The issue is that it seems to only default to an unreliable attack which has the greater DPS, which is inaccurate in a way that might not factor into the DPS calculation.

I looked through the VEF git wiki and the fields for AdditionalVerbProps, and also tried changing the order of the attacks and corresponding projectiles, but after all of that I still can't figure out how to set the default attack (besides changing damage values which I would prefer not to do). Is that something that can be done?
Xercaine 15 Jun, 2022 @ 8:39am 
Thanks a lot, made my morning to see that work! Such a cool feature! If anyone else is wondering why their apparel don't work, ApparelNoQualityBase has tickerType set to never, something I wouldn't think of myself.
legodude17  [author] 14 Jun, 2022 @ 6:15pm 
@Xercaine: Ensure the `tickerType` of your item is set to `Normal`.
Xercaine 14 Jun, 2022 @ 12:11pm 
@legodude17 Hey! I'm setting up a shoulder-mounted minigun using this mod (really VFE, but it seemed more relevant to post here), and I'm having an issue with burstShotCount only firing once. Is this an issue, or is there something I'm doing wrong?
legodude17  [author] 5 Feb, 2021 @ 1:23pm 
@Mismagius The no cooldown bug was a conflict between MVCF and run and gun, which was fixed, causing a bug with Dual Wield where cooldowns are infinite.
Mismagius 5 Feb, 2021 @ 12:27pm 
gun and run? that was the cause of the glitch? thats odd...i never even had a problem with gun and run conflicting with this mod until some update came out that broke it. the only conflict i had was the cooldown between shots being removed.
legodude17  [author] 5 Feb, 2021 @ 10:44am 
@Mismagius If you mean the infinite cooldown bug, it was RunAndGun and it's already fixed in VEF.
Mismagius 5 Feb, 2021 @ 12:24am 
can you at least try to figure out what mod is causing a conflict with this mod and duel wielding? because alpha animals is now using this mod's coding into that mod.
AI Android 3 Feb, 2021 @ 9:19pm 
I disabled a framework mod and the problem went away for the most part. So far i've not noticed too much else.
legodude17  [author] 26 Jan, 2021 @ 6:59pm 
@AI Android It's definitely a mod conflict, try to remove mods until it stops happening and get the minimum mods needed to have it happen, then let me know.
AI Android 26 Jan, 2021 @ 6:57pm 
mate?
AI Android 21 Jan, 2021 @ 9:55pm 
I thought I should inform you this also disables the resources catagories for me. I assume a mod conflict of some form but same as before with this being the only change that I've put into my game.
https://gist.github.com/2c1f8c4d7bab5b6f7564820919661d99
AI Android 20 Jan, 2021 @ 9:34pm 
yep this is a framework mod so slap this one high up my dude
legodude17  [author] 20 Jan, 2021 @ 7:23pm 
@Mismagius I think one of your other mods may be conflicting with both MVCF and Dual Wield. Also, I'd recommend moving MVCF to near the top of your modlist.
Mismagius 20 Jan, 2021 @ 6:13pm 
nope, its not fix. still having the same issue. https://gist.github.com/0ecbd54f793a8745618b498e76daa7ea
legodude17  [author] 20 Jan, 2021 @ 5:03pm 
@Mismagius that doesn't happen for me. I've pushed an update, see if that fixes it. If not, please come back with a log.
Mismagius 20 Jan, 2021 @ 12:48pm 
yo, this mod has a conflict with the duel wielding mod which causes anyone that uses a weapon while duel wielding it to forever aim until they either go down or if the save is reloaded. what did you even do? the mod had no conflicts before you updated this.
AI Android 19 Jan, 2021 @ 8:58pm 
I've heard someone call damage as "ticks" before, sorry. All burn damage registers as permanent burn scars rather than regular burn wounds is all.
legodude17  [author] 19 Jan, 2021 @ 3:59pm 
@AI Android What do you mean by "burn ticks"?
AI Android 18 Jan, 2021 @ 8:50pm 
Ok, less severe but burn ticks I believe cause permanent burns rather than normal burns. Can easily be something else and testing to see of this is the case requires some very specific situations but just letting you know mate.
AI Android 17 Jan, 2021 @ 9:09pm 
Thanks my mate
legodude17  [author] 17 Jan, 2021 @ 7:32pm 
@AI Android Most recent update fixed the issue.
AI Android 17 Jan, 2021 @ 7:06pm 
@legodude17 The specific dependent mod is the fallout robots (continued) mod which uses this for mounted ranged weapons. It's not the biggest of deals, bit I came to confirm that this activation changed the game with the weird melee. The response's are amazing and I thank you considerably for responding. Since run and gun has been making a lot of my situations a lot easier and it's a bit cheaty for the game, I may turn it off. a fix for it though may help other users though and if I get head pain enough it may also prompt me to go back to it. :sans:
legodude17  [author] 17 Jan, 2021 @ 4:51pm 
@berliozina I have fixed that issue. Update soon.
legodude17  [author] 17 Jan, 2021 @ 4:50pm 
@AI Android I found the problem, it is an issue with RunAndGun. I'm working on a fix.
legodude17  [author] 16 Jan, 2021 @ 11:14pm 
@AI Android That's really weird... What is the mod that depends on this one?
AI Android 16 Jan, 2021 @ 8:07pm 
https://gist.github.com/37646bc823c9d836164b7ee9f50beb9c

The issue I've specifically had was melee attacks with specific but rather random melee ticks have no cooldown between hits which results in a rapid fire tick happening. This effect is noted on:
Boomalope leg attack
Thrumbkin (modded) Horn attack
Naga(modded) bite and I assume other bits as well as
Scyther blade attack.
other randomized animals I can not recall also do this as well and I assume would also be present on other creatures not yet seen in my playthrough.
legodude17  [author] 16 Jan, 2021 @ 7:54pm 
@AI Android Do you have HugsLib installed? If so, just press Ctrl+F12, then hit "Upload", hit "Copy", and paste the link here.
AI Android 16 Jan, 2021 @ 7:22pm 
uhhhh, how would I get this log? I'm dumb and I've not had a situation akin to this before.
legodude17  [author] 16 Jan, 2021 @ 7:18pm 
@AI Android and @berliozina Can you provide me a log?
berliozina 16 Jan, 2021 @ 12:12pm 
Settlers don't shoot without direct order with this mod
AI Android 15 Jan, 2021 @ 10:35pm 
since you've not opened github to any postings i'm putting it here. For some reason melee attacks have no cooldown between swings for randomized attacks and results in entirely broken moments of boomalopes deleting an insectoid raid in melee. Another mod I'm using also depends on this particular mod so if you could fix this difficulty that would be most preferred. I believe it is specific to crush based attacks or sharp damage but I can't be certain as I don't believe they're related to each other. I also don't know if it is something wrong with the original dependent mod but I haven't seen anyone else say anything on their.
AI Android 15 Jan, 2021 @ 5:32pm 
it's possibly a mod conflict or another mod I added in but any sharp non gun based attack in the game I use now instead of actually sharp ends up rapid hitting that attack in a massive quantity either downing or killing anything it hits. I'm going though my list now to see if I can find what is causing it but this is the main editing mod I just recently added.
brokolilikek 15 Jan, 2021 @ 11:34am 
Is it possible to add a refueling comp to hediff based verbs? Would you be keen on adding something like this to framework, which makes hediff verbs refuelable/reloadable? Thanks!
Lance Pinciotti 10 Oct, 2020 @ 2:28am 
thanks!
legodude17  [author] 9 Oct, 2020 @ 6:37pm 
@Lance Pinciotti It now works on animals! Both tame and manhunting animals will use ranged attacks if they have them.
legodude17  [author] 8 Oct, 2020 @ 6:41pm 
@ISC So I looked into it, and not only does it require a JumpRange stat, it is also hardcoded to look for a CompReloadable, which only works on apparel with a single verb on it. I think I'll have to make a new Verb_Jump that is more versatile.
ISC 4 Oct, 2020 @ 4:05am 
There is a problem with applying Verb_Jump to Hediffs. In ThingDef(equipment), <JumpRange> is in <statBases>, but Hediffs does not have statBases. As a result I can't implement jumppack (like wings) using prosthetic
Lance Pinciotti 1 Oct, 2020 @ 5:48am 
does this also work for animals, or just colononists?
Crustypeanut 29 Sep, 2020 @ 5:06am 
This.. this could be fun. I'll have to do some testing!