Scyclone Posted August 19, 2020 Share Posted August 19, 2020 Hello Everyone, I have recently jumped into XML Mod development and have had some decent success thusfar. I decided to try and take things a step further and create 'flaming' 9 MM ammunition. I have tried several different options but none seem to work quite accurately enough. Currently, I have the gun accepting the new type of ammo and allowing me to load the gun/reload/etc with it. It will also fire properly and deal damage like a normal bullet will. The issue is that it is purely functioning just as a regular ammo bullet as opposed to igniting the zombies on fire (similar to the flaming arrow mechanics I tried to copy into the item). Any thoughts on what I may be doing wrong at the moment? ----------------- <item name="ammo9mmBulletFlaming"> <property name="Extends" value="ammo9mmBulletBall"/> <property name="DisplayType" value="ammoBulletHP"/> <property name="EconomicValue" value="14"/> <property name="DescriptionKey" value="ammoHPGroupDesc"/> <property class="Action0"> <property name="Class" value="Projectile"/> <property name="Explosion.ParticleIndex" value="0"/> <!-- no expl. --> <property name="FlyTime" value="0"/> <property name="Gravity" value="0"/> <property name="LifeTime" value="14"/> </property> <effect_group name="ammo9mmBulletFlaming" tiered="false"> <!-- ammoArrowFlaming --> <passive_effect name="EntityDamage" operation="base_set" value="32"/> <passive_effect name="BlockDamage" operation="base_set" value="6"/> <passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/> <passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/> <triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="other" cvar="$buffBurningFlamingArrowDuration" operation="set" value="14"> <requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="0"/></triggered_effect> <triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="other" cvar="$buffBurningFlamingArrowDuration" operation="set" value="15"> <requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="1"/></triggered_effect> <triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffBurningFlamingArrow"/> <display_value name="dEntityDamageFire" value="60"/> <display_value name="dDuration" value="5"/> </effect_group> </item> Link to comment Share on other sites More sharing options...
Gouki Posted August 19, 2020 Share Posted August 19, 2020 1 hour ago, Scyclone said: Hello Everyone, I have recently jumped into XML Mod development and have had some decent success thusfar. I decided to try and take things a step further and create 'flaming' 9 MM ammunition. I have tried several different options but none seem to work quite accurately enough. Currently, I have the gun accepting the new type of ammo and allowing me to load the gun/reload/etc with it. It will also fire properly and deal damage like a normal bullet will. The issue is that it is purely functioning just as a regular ammo bullet as opposed to igniting the zombies on fire (similar to the flaming arrow mechanics I tried to copy into the item). Any thoughts on what I may be doing wrong at the moment? ----------------- <item name="ammo9mmBulletFlaming"> <property name="Extends" value="ammo9mmBulletBall"/> <property name="DisplayType" value="ammoBulletHP"/> <property name="EconomicValue" value="14"/> <property name="DescriptionKey" value="ammoHPGroupDesc"/> <property class="Action0"> <property name="Class" value="Projectile"/> <property name="Explosion.ParticleIndex" value="0"/> <!-- no expl. --> <property name="FlyTime" value="0"/> <property name="Gravity" value="0"/> <property name="LifeTime" value="14"/> </property> <effect_group name="ammo9mmBulletFlaming" tiered="false"> <!-- ammoArrowFlaming --> <passive_effect name="EntityDamage" operation="base_set" value="32"/> <passive_effect name="BlockDamage" operation="base_set" value="6"/> <passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/> <passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/> <triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="other" cvar="$buffBurningFlamingArrowDuration" operation="set" value="14"> <requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="0"/></triggered_effect> <triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="other" cvar="$buffBurningFlamingArrowDuration" operation="set" value="15"> <requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="1"/></triggered_effect> <triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffBurningFlamingArrow"/> <display_value name="dEntityDamageFire" value="60"/> <display_value name="dDuration" value="5"/> </effect_group> </item> Hi scyclone Try adding this, it should work. <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffBurningElement"/> Link to comment Share on other sites More sharing options...
Scyclone Posted August 19, 2020 Author Share Posted August 19, 2020 Alrighty, Ill give that a shot. Would it make sense for me to replace the othered triggered effect pieces and enter in what you listed here? I assume damage and such is provided within the buff.xml for Burning Element? Link to comment Share on other sites More sharing options...
Scyclone Posted August 20, 2020 Author Share Posted August 20, 2020 @Gouki - Just tried it out and it worked great, setting the zombies on fire when shot :). Would there be any way I could modify the duration/damage of the fire debuff from the bullets by any chance? In either case, thanks for the help Link to comment Share on other sites More sharing options...
bdubyah Posted August 20, 2020 Share Posted August 20, 2020 Could make a copy of buffBurningElement and edit its values. Just change its name and change it on your ammo so it points to your new buff. Link to comment Share on other sites More sharing options...
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