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Need help with modlet code.


Szynsz

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Hello, i try to made crosbow with 5 bolts in magazine. Its almost done but idk why i can't attach crafting tier to archery perk. Can anyone help me?

 

My files codes are below:

 

items.xml

 

<configs>
  <append xpath="/items">
    <item name="Szynsz X-bow">
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,sideAttachments,smallTopAttachments,mediumTopAttachments,bottomAttachments,attAgility,perkArchery,crossbow,attachmentsIncluded,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedBow"/>
	<property name="DescriptionKey" value="gunBowT1IronCrossbowDesc"/>
	<property name="HoldType" value="69"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/AdvancedBow/AdvancedCompoundCrossbow/AdvancedCompoundCrossbowPrefab.prefab"/>
	<property name="Material" value="MBowCrossbowParts"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="EconomicValue" value="1000"/>
	<property name="CustomIcon" value="gunBowT3CompoundCrossbow"/> <property name="CustomIconTint" value="0066ff"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="crossbow_sight_in"/>
	<property name="Sound_Sight_Out" value="crossbow_sight_out"/>
	<!-- <property name="SoundUnholster" value="crossbow2_unholster"/>  Custom unholster but sounds inconsistent when other weapons don't have custom ones -->
	<!-- <property name="SoundHolster" value="crossbow2_holster"/> -->
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="PickupJournalEntry" value="alternateAmmoTip"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="Launcher"/>
		<property name="Hitmask_override" value="Arrow"/>
		<property name="Delay" value=".8"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammoCrossbowBoltStone,ammoCrossbowBoltIron,ammoCrossbowBoltSteelAP,ammoCrossbowBoltFlaming,ammoCrossbowBoltExploding"/>
		<!-- <property name="Reload_time" value="4"/> -->
		<property name="Sound_start" value="crossbow2_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="crossbow2_reload"/>
		<property name="AutoReload" value="false"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
	</property>
	<effect_group name="gunBowT3CompoundCrossbow">
		<passive_effect name="DamageFalloffRange" operation="base_set" value="25" tags="perkArchery"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tags="perkArchery"/> <!-- random effective rng -->
		<passive_effect name="EntityDamage" operation="base_add" value="13.5" tags="perkArchery"/> <!-- damage offset -->
		<passive_effect name="MaxRange" operation="base_set" value="100" tags="perkArchery"/>
		<passive_effect name="MagazineSize" operation="base_set" value="5" tags="perkArchery"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".5" tags="perkArchery"/> <!-- 3.4s -->

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15" tags="perkArchery"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkArchery"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15" tags="perkArchery"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkArchery"/> <!-- tier bonus -->
		<passive_effect name="ProjectileVelocity" operation="perc_add" value="-.08,.08" tags="perkArchery"/> <!-- random Veloc -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkArchery"/> <!-- random DegMax -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkArchery"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="3.35" tags="perkArchery"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="3.35" tags="perkArchery"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".10" tags="perkArchery"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8" tags="perkArchery"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5" tags="perkArchery"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkArchery"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2" tags="perkArchery"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".6" tags="perkArchery"/> <!-- crosshair reset speed -->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="75" tags="perkArchery"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkArchery"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="2" tags="perkArchery"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="2" tags="perkArchery"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-1" tags="perkArchery"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="1" tags="perkArchery"/>

		<passive_effect name="DegradationMax" operation="base_set" value="120,250" tier="1,6" tags="perkArchery"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkArchery"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
	</effect_group>
	<effect_group name="sneak damage bonus">
		<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
		<requirement name="CVarCompare" cvar="_notAlerted" operation="GT" value="0" target="other"/>
			<passive_effect name="DamageBonus" operation="base_add" value="2"/>
			<passive_effect name="EntityDamage" operation="perc_add" value="2" tags="perkArchery"/>
			<display_value name="dEntityDamageSneak" value="2"/>
	</effect_group>
</item>
  </append>
</configs>

 

 

Progression.xml

 

<configs>
	
	<append xpath="/progression/perks/perk[@name='perkAchery']">
		<effect_group>
			<passive_effect name="CraftingTier" operation="base_set" level="1,2,3,4,5" value="2,3,4,5,6" tags="Szynsz X-bow"/>
		</effect_group>
	</append>
</configs>

 

And recipe.xml

 

<configs>
	<append xpath="/recipes">
		
	<recipe name="Szynsz X-bow" count="1" craft_area="workbench">
		<ingredient name="gunBowT3CompoundCrossbow" count="1"/>
		<ingredient name="resourceSpring" count="10"/>
		<ingredient name="resourceForgedSteel" count="20"/>
		<ingredient name="resourceMechanicalParts" count="20"/>
	</recipe>
		
	</append>
</configs>

 

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Just at a quick glance, you need a tag of 'Szynsz X-bow' in your item's tag. Also need a tags="Szynsz X-bow" in your recipe, after the workbench part. Also, it's a good idea not to use spaces in names as that can cause issues. If you need a space, use localization to do that.

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