Aimik Posted October 5, 2020 Share Posted October 5, 2020 I would like to know how to make zombie upgrade block instead of breacking them Link to comment Share on other sites More sharing options...
h0tr0d Posted October 5, 2020 Share Posted October 5, 2020 I suppose you could try altering this entry in items.xml and then looking at the nailgun. Only try Action0 as the repair action for the zombie hand and not Action1. <item name="meleeHandZombie01"> and then looking at the nailgun. <property class="Action1"> <!-- UseAction --> <property name="Class" value="Repair"/> <property name="Delay" value=".73"/> <!-- Repair actions still need the delay amount --> <property name="Repair_amount" value="1000"/> <property name="Upgrade_hit_offset" value="-5"/> <property name="Repair_action_sound" value="nailgun_fire"/> <property name="Upgrade_action_sound" value="nailgun_fire"/> <property name="Allowed_upgrade_items" value="resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,ironDoor1_v1,vaultDoor01,scrapHatch_v1,vaultHatch_v1,resourceYuccaFibers,resourceCloth,resourceScrapPolymers,resourceNail"/> <!--<property name="Restricted_upgrade_items" value="concrete"/>--> </property> <property name="Group" value="Tools/Traps"/> <property name="RepairExpMultiplier" value="10.8"/> Only try Action0 as the repair action for the zombie hand and not Action1. Zombies won't have the upgraded materials to repair so I'd try <property name="Allowed_upgrade_items" value="*"/> or <property name="Allowed_upgrade_items" value=""/> to start. Have fun messing with it! Link to comment Share on other sites More sharing options...
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