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Is it easy to make a mod to add Blunderbuss in A20 ?


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Technically no, all you'd have to do is grab the xml lines from item.xml and loot.xml, snip anything with the blunderbuss tag and append them to A20 with a modlet. Then see if you can extract the model from a19 and see how to integrate it to the game since that's outside my area of expertise.

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without testing or doing any real work: It appears the blunderbuss may still be "packaged in the game" and the XML to allow it to be found in loot or crafted may just be commented out.  I base this on that fact that these XML nodes are commented out in "items.xml":

<item name="gunShotgunT0Blunderbuss">

and

<item name="ammoBlunderbuss">

 

I would assume if these XML sections were uncommented out and you launched the game in creative mode, you could see if you can spawn it in and load/shoot a zed with it.  if that works, likely the other parts needed (recipes,  trader loot, and loot containers...not sure where else the parts might exist).

 

I'm not doing the work, but I bet someone will mod it back in pretty quick if it still works with these small changes.  But I feel that it may be taken out completely someday. The "animalPig" is still commented out in the XML in a20 exp but not sure if prefab/model for it is still in there. This model was almost unusable in a19 (it was difficult to harvest the pig)

Edited by doughphunghus (see edit history)
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<item name="ammoBlunderbuss">
    <property name="Tags" value="ammo,shotgun"/>
    <property name="DisplayType" value="ammoShotgun"/>
    <property name="HoldType" value="45"/>
    <property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
    <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
    <property name="Material" value="Mpaper"/>
    <property name="Stacknumber" value="120"/>
    <property name="Group" value="Ammo/Weapons"/>
    <property name="EconomicValue" value="5"/>
    <effect_group name="ammoBlunderbuss" tiered="false">
        <passive_effect name="EntityDamage" operation="base_set" value="9.6" tags="perkBoomstick"/>
        <passive_effect name="BlockDamage" operation="base_set" value="1.6" tags="perkBoomstick"/>
        <passive_effect name="RoundRayCount" operation="base_set" value="10" tags="perkBoomstick"/>
        <passive_effect name="TargetArmor" operation="perc_add" value=".4" tags="perkBoomstick"/><display_value name="dTargetArmor" value=".4"/>
        <passive_effect name="MaxRange" operation="base_set" value="10" tags="perkBoomstick"/>
        <passive_effect name="DamageFalloffRange" operation="base_set" value="5" tags="perkBoomstick"/>
        <passive_effect name="EntityPenetrationCount" operation="base_set" value="1" tags="perkBoomstick"/>
        <passive_effect name="BlockPenetrationFactor" operation="base_set" value="51" tags="perkBoomstick"/>
        <passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
        <passive_effect name="DamageModifier" operation="perc_add" value="1.5" tags="wood"/>
    </effect_group>
</item>

 

<item name="gunShotgunT0Blunderbuss"> 
     <property name="CustomIcon" value="gunShotgunT0PipeShotgun"/> 

     <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shotgun,shortRange,sideAttachments,bottomAttachments,stock,noSilencer,attStrength,perkBoomstick,canHaveCosmetic"/> 
     <property name="DisplayType" value="rangedShotgunNoMag"/> 
     <property name="HoldType" value="39"/> 
     <property name="Meshfile" value="#Other/Items?Weapons/Ranged/blunderbuss/blunderbussPrefab.prefab"/> 
     <property name="Material" value="Mmetal"/> 
     <property name="RepairTools" value="resourceMetalPipe"/> 
     <property name="DegradationBreaksAfter" value="false"/> 
     <property name="SoundJammed" value="weapon_jam"/> 
     <property name="CrosshairOnAim" value="true"/> 

     <property name="CrosshairUpAfterShot" value="true"/> 

     <property name="Sound_Sight_In" value="rifle_sight_in"/> 
     <property name="Sound_Sight_Out" value="rifle_sight_out"/> 
     <property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
     <property name="RepairExpMultiplier" value="10.8"/> 
     <property name="EconomicValue" value="250"/> 
     <property name="ShowQuality" value="true"/> 

     <property class="Action0"> 
         <property name="Class" value="Ranged"/> 
         <property name="Delay" value=".8"/> 

         <property name="Range" value="40"/> 
         <property name="Magazine_items" value="ammoBlunderbuss"/> 
         <property name="Reload_time" value="3.9"/> 
         <property name="Sound_start" value="blunderbuss_fire"/> 
         <property name="Sound_repeat" value=""/> 
         <property name="Sound_end" value=""/> 
         <property name="Sound_empty" value="dryfire"/> 
         <property name="Sound_reload" value="blunderbuss_reload"/> 
         <property name="AutoReload" value="false"/> 
         <property name="Particles_muzzle_fire" value="gunfire_blunderbuss"/> 
         <property name="Particles_muzzle_fire_fpv" value="gunfire_blunderbuss_fpv"/> 
         <property name="DamageBonus.head" value="3"/>
        <property name="DamageBonus.wood" value="2.5"/>
        <property name="DamageBonus.earth" value=".2"/> 
         <property name="ScopeOffset" value="-.00062,.088,.08"/> 
         <property name="SideOffset" value="0,0,0"/> 
         <property name="BarrelOffset" value="0,0,0"/> 
         <requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/> 
     </property> 
     <property class="Action1"> 
         <property name="Class" value="Zoom"/> 
         <property name="Zoom_max_out" value="55"/> 
         <property name="Zoom_max_in" value="55"/> 
     </property> 

     <effect_group name="gunShotgunT0Blunderbuss"> 
         <passive_effect name="RoundsPerMinute" operation="base_set" value="75" tags="perkBoomstick"/> 
         <passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkBoomstick"/> 

         <passive_effect name="MagazineSize" operation="base_set" value="1" tags="perkBoomstick"/> 
         <passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkBoomstick"/> 

         <passive_effect name="ModSlots" operation="base_set" value="6,6,6,6,6,6" tier="1,2,3,4,5,6"/> 
         <passive_effect name="ModPowerBonus" operation="perc_add" value="0" tags="EntityDamage,BlockDamage"/> 
         <passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/> 
         
         <passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkBoomstick"/> 

         <passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkBoomstick"/> 


         <passive_effect name="WeaponHandling" operation="base_set" value="1.9" tags="perkBoomstick"/> 
         <passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkBoomstick"/> 


         <passive_effect name="SpreadDegreesVertical" operation="base_set" value="6" tags="perkBoomstick"/> 
         <passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="6" tags="perkBoomstick"/> 
         <passive_effect name="SpreadMultiplierAiming" operation="perc_add" value="-.13" tags="perkBoomstick"/> 
         <passive_effect name="SpreadMultiplierCrouching" operation="perc_add" value="-.05" tags="perkBoomstick"/> 
         <passive_effect name="SpreadMultiplierWalking" operation="perc_add" value=".15" tags="perkBoomstick"/> 
         <passive_effect name="SpreadMultiplierRunning" operation="perc_add" value=".3" tags="perkBoomstick"/> 

         <passive_effect name="KickDegreesVerticalMin" operation="base_set" value="8" tags="perkBoomstick"/> 
         <passive_effect name="KickDegreesVerticalMax" operation="base_set" value="8" tags="perkBoomstick"/> 
         <passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-4" tags="perkBoomstick"/> 
         <passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="4" tags="perkBoomstick"/> 
         <passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="0" tags="perkBoomstick"/> 

         <passive_effect name="DegradationMax" operation="base_set" value="50,100" tier="1,6" tags="perkBoomstick"/> 
         <passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkBoomstick"/> 
         <display_value name="dStatStunEffect" value="4"/> 
     </effect_group> 
 </item> 

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