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incendiary ammunition o_O


ArMaReZ

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Yup. I did this.

 

<item name="9mm Incendiary Ammo">
<property name="DisplayType" value="ammoBullet"/>
<property name="CustomIcon" value="ammo9mmBullet" />
<property name="CustomIconTint" value="B02F30"/>
<property name="HoldType" value="45"/>
<property name="Meshfile" value="Items/Misc/sackPrefab"/>
<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
<property name="Material" value="Mbrass"/>
<property name="Stacknumber" value="500"/> <!-- STK ammo -->
<property name="CraftingSkillGroup" value="craftSkillGuns"/>
<property name="EconomicValue" value="9"/>
<property name="Group" value="Ammo/Weapons"/>
<effect_group name="Base Effects" tiered="false">
	<passive_effect name="EntityDamage" operation="base_set" value="32"/>
	<passive_effect name="BlockDamage" operation="base_set" value="7"/>
	<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
	<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>

	<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="other" buff="buffBurningFlamingArrow"/>
</effect_group>
</item>

 

Can also swap the flaming arrow buff for the molotov buff for extra damage.

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