I found a solution for the problem wich makes HP ammo less efficient against armor. TFP commented a function for HP out but it still works. Seems like they didn't figured out how they can reverse the AP effect. The items.xml file needs to be adjusted + ui_display.xml file needs a change to display the new value. Maybe send that to "The Fun Pimps"... i fixed their not working function by using a currently working one
Orange-Text = commented out.
Yellow-Text = the important line.
(items.xml file)
HP - default:
<item name="ammo9mmBulletHP">
<property name="Extends" value="ammo9mmBulletBall"/>
<property name="Tags" value="ammo9mm"/>
<property name="DisplayType" value="ammoBulletHP"/>
<property name="EconomicValue" value="14"/>
<property name="TraderStageTemplate" value="ammoTier2"/>
<property name="DescriptionKey" value="ammoHiPowerGroupDesc"/>
<property name="UnlockedBy" value="perkPistolPeteHPAmmo"/> <!-- BOOK_PERK -->
<effect_group name="ammo9mmBulletHP" tiered="false"> <passive_effect name="EntityDamage" operation="base_set" value="35" tags="perkGunslinger,9mmGun"/>
<passive_effect name="BlockDamage" operation="base_set" value="7" tags="perkGunslinger"/>
<passive_effect name="BlockDamage" operation="base_add" value="17" tags="barrelExplosive"/> <!-- Not supported at this time. If you ask it will be a long answer. It's complicated. <passive_effect name="PiercingProtection" target="other" operation="perc_set" value=".5"/> -->
<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>
</effect_group>
</item>
AP - default:
<item name="ammo9mmBulletAP">
<property name="Extends" value="ammo9mmBulletBall"/>
<property name="Tags" value="ammo9mm"/>
<property name="DisplayType" value="ammoBulletAP"/>
<property name="EconomicValue" value="14"/>
<property name="TraderStageTemplate" value="ammoTier3"/>
<property name="DescriptionKey" value="ammoAPGroupDesc"/>
<property name="UnlockedBy" value="perkPistolPeteAPAmmo"/> <!-- BOOK_PERK -->
<effect_group name="ammo9mmBulletAP" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="38" tags="perkGunslinger,9mmGun"/>
<passive_effect name="BlockDamage" operation="base_set" value="8" tags="perkGunslinger"/>
<passive_effect name="BlockDamage" operation="base_add" value="16" tags="barrelExplosive"/> <passive_effect name="TargetArmor" operation="perc_add" value="-.5" tags="perkGunslinger"/><display_value name="dTargetArmor" value="-.5"/>
<passive_effect name="EntityPenetrationCount" operation="base_set" value="1" tags="perkGunslinger"/><display_value name="dTargetPenetration" value="1"/>
<!-- <passive_effect name="DegradationPerUse" operation="perc_add" value=".3" tags="perkGunslinger,9mmGun"/><display_value name="dDegradationPerUse" value=".3"/> -->
<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>
</effect_group>
<effect_group name="perkPenetrator" tiered="false">
<passive_effect name="TargetArmor" operation="perc_add" value="-.1" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="1"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-.15" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="2"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-.2" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="3"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-.3" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="4"/></passive_effect>
</effect_group>
</item>
HP - modified:
<item name="ammo9mmBulletHP">
<property name="Extends" value="ammo9mmBulletBall"/>
<property name="Tags" value="ammo9mm"/>
<property name="DisplayType" value="ammoBulletHP"/>
<property name="EconomicValue" value="14"/>
<property name="TraderStageTemplate" value="ammoTier2"/>
<property name="DescriptionKey" value="ammoHiPowerGroupDesc"/>
<property name="UnlockedBy" value="perkPistolPeteHPAmmo"/> <!-- BOOK_PERK -->
<effect_group name="ammo9mmBulletHP" tiered="false"> <passive_effect name="EntityDamage" operation="base_set" value="70" tags="perkGunslinger,9mmGun"/>
<passive_effect name="BlockDamage" operation="base_set" value="7" tags="perkGunslinger"/>
<passive_effect name="BlockDamage" operation="base_add" value="17" tags="barrelExplosive"/>
<passive_effect name="TargetArmor" operation="perc_add" value=".5" tags="perkGunslinger"/><display_value name="dTargetArmor" value=".5"/> <!-- Not supported at this time. If you ask it will be a long answer. It's complicated. <passive_effect name="PiercingProtection" target="other" operation="perc_set" value=".5"/> -->
<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>
</effect_group>
</item>
(ui_display.xml file)
default:
<item_display_info display_type="ammoBulletHP" display_group="groupAmmo">
<display_entry name="EntityDamage" display_type="Decimal1" title_key="statEntityDamageRanged" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/> <!-- <display_entry name="dTargetArmor" title_key="statTargetArmor" display_type="Percent" display_leading_plus="true" negative_preferred="true" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/> -->
<display_entry name="BlockDamage" display_type="Decimal1" title_key="statBlockDamage" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
</item_display_info>
modified:
<item_display_info display_type="ammoBulletHP" display_group="groupAmmo">
<display_entry name="EntityDamage" display_type="Decimal1" title_key="statEntityDamageRanged" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/> <display_entry name="dTargetArmor" title_key="statTargetArmor" display_type="Percent" display_leading_plus="true" negative_preferred="true" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
<display_entry name="BlockDamage" display_type="Decimal1" title_key="statBlockDamage" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
</item_display_info>
I just pasted the line from the AP rounds in the HP Ammo and changed the - (deleted it) to not make a 50% penetration for armor but its now a reduction for armor. Tested the dmg against a Demo-Zomb multiple times and the HP now does less damage then the normal ammo but it shreads through unarmored zombs I also increased the damage for HP by 100% by doubling the damage.