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About Flaming Arrows


LHc_Biu

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I'm trying to make an MOD about arrows in the version A20.1. However, I don't know how to modify the parameters of Flaming Arrows to make them have the same effect as the molotov, hitting the ground to trigger the flame effect. Can anyone give me a hand or advice?🤔

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On 2/12/2022 at 11:31 AM, LHc_Biu said:

I'm trying to make an MOD about arrows in the version A20.1. However, I don't know how to modify the parameters of Flaming Arrows to make them have the same effect as the molotov, hitting the ground to trigger the flame effect. Can anyone give me a hand or advice?🤔


add this into your items.xml


 


<!-- add your custom arrows to the bows -->
<append xpath="/items/item[@name='gunBowT0PrimitiveBow']/property[@class='Action0']">
<property name="Magazine_items" value="ammoArrowFlameExplosion,ammoArrowStone,ammoArrowIron,ammoArrowSteelAP,ammoArrowFlaming,ammoArrowExploding"/>
</append>

<append xpath="/items/item[@name='gunBowT1WoodenBow']/property[@class='Action0']">
<property name="Magazine_items" value="ammoArrowFlameExplosion,ammoArrowStone,ammoArrowIron,ammoArrowSteelAP,ammoArrowFlaming,ammoArrowExploding"/>
</append>

<append xpath="/items/item[@name='gunBowT3CompoundBow']/property[@class='Action0']">
<property name="Magazine_items" value="ammoArrowFlameExplosion,ammoArrowStone,ammoArrowIron,ammoArrowSteelAP,ammoArrowFlaming,ammoArrowExploding"/>
</append>

<append xpath="/items">

<item name="ammoArrowFlameExplosion">
	<property name="Extends" value="ammoArrowIron"/>
	<property name="CustomIcon" value="ammoArrowFlaming"/>
	<property name="DisplayType" value="ammoArrowFlaming"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/Arrows/arrow_flamingPrefab.prefab"/>
	<property name="HoldType" value="45"/>
	<property name="HandMeshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="IsSticky" value="false"/>
	<property name="UsableUnderwater" value="false"/>
	<property name="EconomicValue" value="44"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="Damage_type" value="Heat"/>
	<property name="StickyOffset" value=".7"/>
	<property name="UnlockedBy" value="perkRangersFlamingArrows"/>
	<property class="Action1">
		<property name="Gravity" value="-5"/>
		<property name="DamageBonus.wood" value="2"/>
		<property name="Explosion.ParticleIndex" value="10"/>	 <!-- molotov particle explosion -->   
		<property name="Explosion.Buff" value="buffBurningMolotov"/>	<!-- molotov explosion buff, so the fire will hurt you and zombies walking on the fire -->	
	</property>
	<effect_group name="ammoArrowFlameExplosion" tiered="false"> 
		<passive_effect name="EntityDamage" operation="base_set" value="28" tags="perkArchery"/>
		<passive_effect name="BlockDamage" operation="base_set" value="10" tags="perkArchery"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".2" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="40" tags="perkArchery"/>
		<passive_effect name="ProjectileStickChance" operation="perc_set" value="0"/>
		<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="135"/>
		<display_value name="dDuration" value="14"/>
	</effect_group>
</item>

 

Edit: fixed. This should work.

Edited by Robeloto (see edit history)
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