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So I tried a few things and im at a wall. I even tried looking at "zombieDemolition"  in the entityclasses.xml to see how it handles explosion, and my conclusion is that while I am seeing this line of code:

 

<property name="Explosion.ParticleIndex" value="11"/>
<property name="Explosion.RadiusBlocks" value="3"/>
<property name="Explosion.RadiusEntities" value="4"/>
<property name="Explosion.DamageBonus.stone" value=".3"/>
<property name="Explosion.DamageBonus.metal" value=".1"/>
<property name="Explosion.DamageBonus.earth" value="0"/>
<property name="Explosion.DamageBonus.wood" value=".5"/>
<property name="Explosion.DamageBonus.water" value="0"/>

<property name="Explosion.BlockDamage" value="50"/>
<property name="Explosion.EntityDamage" value="15"/>

 

to things, those things need to have code for handling the creation of an explosion. So for example, im trying to edit Leather Knuckles (meleeWpnKnucklesT0LeatherKnuckles) to cause an explosion on hit, and the code above sets value/info for the explosion, however the game's code has no function(?) for creating an explosion with Leather Knuckles, so I'd need a way to actually create the explosion (which I cant seem to find a way).

I wish I could use "triggered_effect" to do something like this:

<triggered_effect trigger="CreateExplosion">
  <property name="Explosion.ParticleIndex" value="11"/>
  <property name="Explosion.RadiusBlocks" value="3"/>
  <property name="Explosion.RadiusEntities" value="4"/>
  <property name="Explosion.DamageBonus.stone" value=".3"/>
  <property name="Explosion.DamageBonus.metal" value=".1"/>
  <property name="Explosion.DamageBonus.earth" value="0"/>
  <property name="Explosion.DamageBonus.wood" value=".5"/>
  <property name="Explosion.DamageBonus.water" value="0"/>

  <property name="Explosion.BlockDamage" value="50"/>
  <property name="Explosion.EntityDamage" value="15"/>
</triggered_effect>

 

 

Please let me know if I am somewhat correct, or completely wrong and there is a way to achieve my goal of explosions on melee hit, thanks!

So I tried a few things and im at a wall. I even tried looking at "zombieDemolition"  in the entityclasses.xml to see how it handles explosion, and my conclusion is that while I am adding this line of code:

 

<property name="Explosion.ParticleIndex" value="11"/>
<property name="Explosion.RadiusBlocks" value="3"/>
<property name="Explosion.RadiusEntities" value="4"/>
<property name="Explosion.DamageBonus.stone" value=".3"/>
<property name="Explosion.DamageBonus.metal" value=".1"/>
<property name="Explosion.DamageBonus.earth" value="0"/>
<property name="Explosion.DamageBonus.wood" value=".5"/>
<property name="Explosion.DamageBonus.water" value="0"/>

<property name="Explosion.BlockDamage" value="50"/>
<property name="Explosion.EntityDamage" value="15"/>

 

to things, those things need to have code for handling the creation of an explosion. So for example, im trying to edit Leather Knuckles (meleeWpnKnucklesT0LeatherKnuckles) to cause an explosion on hit, and the code above sets value/info for the explosion, however the game's code has no function(?) for creating an explosion with Leather Knuckles, so I'd need a way to actually create the explosion (which I cant seem to find a way).

I wish I could use "triggered_effect" to do something like this:

<triggered_effect trigger="CreateExplosion">
  <property name="Explosion.ParticleIndex" value="11"/>
  <property name="Explosion.RadiusBlocks" value="3"/>
  <property name="Explosion.RadiusEntities" value="4"/>
  <property name="Explosion.DamageBonus.stone" value=".3"/>
  <property name="Explosion.DamageBonus.metal" value=".1"/>
  <property name="Explosion.DamageBonus.earth" value="0"/>
  <property name="Explosion.DamageBonus.wood" value=".5"/>
  <property name="Explosion.DamageBonus.water" value="0"/>

  <property name="Explosion.BlockDamage" value="50"/>
  <property name="Explosion.EntityDamage" value="15"/>
</triggered_effect>

 

 

Please let me know if I am somewhat correct, or completely wrong and there is a way to achieve my goal of explosions on melee hit, thanks!

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