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Mod Request: Armor electrify mod add on


Gareee

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I'm not sure if this is even possible, but it might be a fun new mod addition for armor.

 

I tested my electric fence yesterday, and for some reason the electrify animation was stuck on me on our mp server.

 

We were talking, and it came up that being able to add a personal electrify armor mod might be fun!

 

The thoughts were its recipe would require a car battery, electrical parts, ect.

 

It would create a chest armor mod that when installed would add a partial electrify effect to zombies when they hit you. The player would have the electrify effect on them, and the zombies would be stunned for a half second when they hit you.

 

Obviously this would be overpowered if the full electric fence effect was in play, but it would look cool to both the player and the other players as well.

 

I haven't really looked at the new mod add on creation or editing yet... does this even sound possible with the new buf/debuff systems?

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I threw this together real fast. I will work on the other elements later like the battery pack and tweak it but its your initial idea.

Items

 

<item name="ElectricCoat">
<property name="Extends" value="armorClothJacket" param1="DescriptionKey"/>
<property name="CustomIcon" value="leatherDuster"/> <property name="CustomIconTint" value="250,50,20"/>
<property name="Stacknumber" value="1"/>
<effect_group tiered="false">
	<passive_effect name="ModSlots" operation="base_set" value="0"/>
<passive_effect name="ElementalDamageResist" operation="base_add" value="10,15" tags="upperbody,electrical"/>
	<passive_effect name="DegradationMax" operation="base_set" value="1500,3000" tier="1,6"/>
	<triggered_effect trigger="onSelfEquipStart" action="AddBuff" target="self" buff="buffDeathrowVest"/>
	<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" target="self" buff="buffDeathrowVest"/>
</effect_group>
</item>

 

buffs

	<buff name="buffDeathrowVest" 
	icon="ui_game_symbol_electric_power" icon_color="255,0,0" icon_blink="true" remove_on_death="false">
	<stack_type value="replace"/>
	<duration value="0"/>
	<update_rate value=".7"/>
	<effect_group>
		<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="selfAOE" range="1.7" buff="buffShockDatAss"/>
		<!--<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="otherAOE" range="1.5" buff="buffShockDatAss"/>-->

		<triggered_effect trigger="onSelfBuffStart" action="PlaySound" target="self" sound="electric_fence_impact" play_in_head="true"/>
		<triggered_effect trigger="onSelfBuffStart" action="FadeOutSound" target="self" sound="electric_fence_impact" play_in_head="true"/>
		<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" target="self" sound="electric_fence_impact" play_in_head="true"/>
	</effect_group>
</buff>
	<buff name="buffShockDatAss" 
	icon="ui_game_symbol_electric_power" icon_color="255,0,0" icon_blink="true" remove_on_death="false">
	<damage_type value="electrical"/>
	<stack_type value="ignore"/>
	<duration value="2"/>
	<update_rate value="1"/>
	<effect_group>
		<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,5" value="0,15"/>
		<passive_effect name="RunSpeed" operation="perc_subtract" value="0.9,0" duration="0,3.2"/>
		<passive_effect name="WalkSpeed" operation="perc_subtract" value="0.9,0" duration="0,3.2"/>
		<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_electric_shock"/>
		<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/>
		<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_electric_shock" />
	</effect_group>
</buff>

 

Sorry ran out of time but let me know if its kind of what you are looking for

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This second version of the buffs part makes it better. The shock only last long enough to give you a second to get away and buy some time. The recipes part and all that should be easy enough for you to implement and make. Let me know if you need additional help. Cheers

 

 

			<buff name="buffDeathrowVest" 
	icon="ui_game_symbol_electric_power" icon_color="255,0,0" icon_blink="true" remove_on_death="false">
	<stack_type value="replace"/>
	<duration value="0"/>
	<update_rate value=".7"/>
	<effect_group>
		<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="selfAOE" range="0.8" buff="buffShockDatAss"/>
		<!--<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="otherAOE" range="1.5" buff="buffShockDatAss"/>-->

		<triggered_effect trigger="onSelfBuffStart" action="PlaySound" target="self" sound="electric_fence_impact" play_in_head="true"/>
		<triggered_effect trigger="onSelfBuffStart" action="FadeOutSound" target="self" sound="electric_fence_impact" play_in_head="true"/>
		<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" target="self" sound="electric_fence_impact" play_in_head="true"/>
	</effect_group>
</buff>
	<buff name="buffShockDatAss" 
	icon="ui_game_symbol_electric_power" icon_color="255,0,0" icon_blink="true" remove_on_death="false">
	<damage_type value="electrical"/>
	<stack_type value="ignore"/>
	<duration value="2.2"/>
	<effect_group>
		<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,5" value="0,15"/>
		<passive_effect name="RunSpeed" operation="perc_subtract" value="0.9,0" duration="0,3.2"/>
		<passive_effect name="WalkSpeed" operation="perc_subtract" value="0.9,0" duration="0,3.2"/>
		<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_electric_shock"/>
		<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/>
		<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_electric_shock" />
	</effect_group>
</buff>

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Wow, that was fast! I'll look at it asap, and thanks!

 

No worries it's not perfect but a lot of changes can be changed to get it close to what you want. If it was me the recipe would require batteries and I would some how try to figure out a way to make it heavy as to carry around a couple of car batteries could be hard. I'd also see if I could find a way to make the coat degrade at a rate similar to what you think it would take the battiers to go dead then perhaps make the item only repairable by using the batteries.

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Those all make good sense, and it would be nice to have a different battery source other than the car battery, but thats what we have to work with easily.

 

I haven't even looked at the creation of armor mods yet, so it'll probably be a few days before I can sort that out. The recipes are pretty much the same as they used to be, so that part is fairly easy.

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Those all make good sense, and it would be nice to have a different battery source other than the car battery, but thats what we have to work with easily.

 

I haven't even looked at the creation of armor mods yet, so it'll probably be a few days before I can sort that out. The recipes are pretty much the same as they used to be, so that part is fairly easy.

 

Yeah with custom icons you can pretty much make it any kind of battery you want. Let me know if I can assist. With my mod dead in the water these days I just read through the forums trying to help where I can.

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