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Thread: The Official A17 Developer's Diary for Developers

  1. #766
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    Quote Originally Posted by Cazmyr View Post
    I have a question for Roland based on the screen shot.

    I notice that the clothing still has a 1 -6 quality. Are those still place holders? I am assuming they are and we will just have the color coded quality identifier?
    NO! For color deficient people, like me (yellow/green), I want numbers. You show me colors and they better be extremely different. I don't want to be going is that orange or yellow or green? I can tell if I look close or if side by side, but it slows me down.

    My uncle has bad problems with greens. They look gray to him.

    The best system to me is a large variation in both primary color and intensity.

  2. #767
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    Quote Originally Posted by konrax View Post
    Just on a slightly unrelated note, I was thinking about how underground bases work and hordes etc, and I would love to see hordes that hang around at the entrances of these types of bases. It would make for a very interesting game mechanic, taking a peak outside your base, seeing many many many zombies, and having to "wait it out" in the base.
    We have discussed that concept before. Hordes finding underground entrances. Maybe A18 after a lot of testing and feedback on underground playing.

  3. #768
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by Aldranon View Post
    Wait just one second! Is this the beginning of a plot??? Now THAT would be scary!
    That actually is the plot. If you're lucky.


    Quote Originally Posted by sillls View Post
    By the way... this is the first post that you are making sense.... OK, who are you and what have you done with GAZZ!
    Hmm. I must be slipping.

  4. #769
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    Quote Originally Posted by Cazmyr View Post
    For the record I would like to keep the numbers. 7 Days' method of color representing quality is not the same as other games so I would constantly be looking up the color order.

    I thought it was said somewhere that they were place holders, hence the assumption.

    I can also totally appreciate how hard that would be to distinguish between the colors.

    Glad to hear they are staying in!
    I hope they are staying in. No one has told me the master plan.

  5. #770
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    Quote Originally Posted by Kalex View Post
    1) so will land claim blocks still let us pick up and move crafting stations, generators, etc like in A16?
    2) will people on your friends list be able to put blocks down in your LC'ed base and possibly move crafting stations?
    Don't think those have changed.

  6. #771
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    Quote Originally Posted by Crater Creator View Post
    Wait, so if the building's been leveled and you have a clear view of the entire space, you'll see sleepers pop into existence?
    Yes, provided you can reach the sleeper volume and the spawn blocks are there. Spawn blocks being there is an unknown, since they get copied from the POI, so might depend if you left the POI and came back.

  7. #772
    Fun Pimps Staff Kinyajuu's Avatar
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    Quote Originally Posted by CplCritter View Post
    what incentive would we have to search the Crack-A-Book if they take the books' use away? Realism vs immersion vs game play. Kind of like rock, paper, scissors - isn't it?
    You hit the nail on the head. That's the exact reason.

  8. #773
    Fun Pimps Staff Kinyajuu's Avatar
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    Quote Originally Posted by 69WithAzombie View Post
    Hey Kinyajuu! Do you think players will think alpha 17 was worth the wait?
    I think so, yes.

  9. #774
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by Missy View Post
    All the streamers will be trying to read the schems and thinking, why the hell cant I read this, do I have to lvl a skill or something. IT WILL HAPPEN!! It is such a weird change.
    It will be fascinating to watch how long it takes for them to read the item description.

    Hmm. I have clicked on this item and there are all these letters on the screen in the description box. Somehow the context menu doesn't let me read it, though! Gawd, I wish there was some game feature that could tell me what the damn item does! So frustrating!

    Is that how you see streamers?

  10. #775
    Fun Pimps Staff Gazz's Avatar
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    I'm sure "those people" will have an interesting time in A17 because that's not the only change.

  11. #776
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by Siveria View Post
    You forget in A17 parts are no longer a thing anymore. Mods yes, weapon parts no. Also not a fan of having to lug around yet MORE junk than we already have in A16. Like all those diffrent parts: mechanical, electrical, electronic componnents, platic, they could all fuse into one item called Misc Parts. Alot less clutter.
    Good point. We could also combine the firearms into "gun" and the various clubs, knives, and such into "melee weapon". It would make the game a lot less confusing.
    If that's still too much we still have the option of combining those two into "weapon" which then has a melee and ranged attack.

  12. #777
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by mr.devolver View Post
    Sure and while at it, why don't they dumb the game down to the point of a simple side scroller?
    You think that would be a good idea?
    It would certainly be great for FPS because the 3D math required for pathing and stability calculations is a lot more complex than doing it in 2D. Same with water physics. Much much easier to pull off in 2D.

  13. #778
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by Nastastu View Post
    Yeah, then you can go mobile!
    ...please no.
    Oh! That'$ a $plendid idea! Why thank you!

  14. #779
    Fun Pimps Staff Kinyajuu's Avatar
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    Part 1 of 2

    Ladies and gents. With all the talk of how long this alpha has taken I thought I would take the time to show you a snippet of how the new buff/item/progression/mod system works. You'll find that the backend has grown exponentially as far as functionality and ability to create from just xml.

    Here is a list of events usable on items/buffs/progression(perks,skills,attributes)/and item mods:
    Spoiler: 
    onSelfBuffStart,
    onSelfBuffUpdate,
    onSelfBuffFinish,
    onSelfBuffRemove,

    onOtherDamagedSelf,
    onOtherAttackedSelf,
    onOtherHealedSelf,

    onSelfDamagedOther,
    onSelfAttackedOther,
    onSelfHealedOther,

    onSelfDamagedSelf,
    onSelfHealedSelf,
    onSelfKilledOther,

    onOtherKilledSelf,
    onBlockKilledSelf,
    onSelfKilledSelf,


    onSelfPrimaryActionStart,
    onSelfPrimaryActionRayHit,
    onSelfPrimaryActionEnd,


    onSelfSecondaryActionStart,
    onSelfSecondaryActionRayHit,
    onSelfSecondaryActionEnd,

    onSelfRepairBlock,
    onSelfPlaceBlock,
    onSelfUpgradedBlock,
    onSelfDamagedBlock,
    onSelfDestroyedBlock,
    onSelfHarvestBlock,
    onSelfHarvestOther,

    onOtherEnteredRange,
    onOtherLeftRange,

    onSelfEquipStart,
    onSelfEquipStop,

    onReloadStart,
    onReloadUpdate,
    onReloadStop,

    onSelfFirstSpawn,
    onSelfRespawn,
    onSelfLeaveGame,
    onSelfEnteredGame,
    onSelfTeleported,

    onSelfJump,
    onSelfLandJump,
    onSelfRun,
    onSelfWalk,
    onSelfCrouch,
    onSelfStand,
    onSelfAimingGunStart,
    onSelfAimingGunStop,
    onSelfCrouchRun,
    onSelfCrouchWalk,
    onSelfSwimStart,
    onSelfSwimStop,
    onSelfSwimRun,
    onSelfSwimIdle,

    onSelfHoldingItemCreated,
    onSelfItemCrafted,
    onSelfItemRepaired,
    onSelfItemLooted,
    onSelfItemLost,
    onSelfItemGained,
    onSelfItemSold,
    onSelfItemBought,

    onPerkLevelChanged,


    The ones with Hook Up are easy to put in, was just waiting to see if we will use them or if there will be fun uses for modders.

    But wait, that's not all! Here is a list of the PassiveEffects usable on any item/skill/perk/etc.
    Spoiler: 
    ITEM EFFECTS
    EntityDamage,
    EntityHeal,
    BlockDamage,
    BlockRepairAmount,
    DamageModifier,
    DegradationPerUse,
    DegradationMax,
    MagazineSize,
    DamageFalloffRange,
    MaxRange,
    BlockRange,
    WeaponHandling,
    IncrementalSpreadMultiplier,
    BurstRoundCount,
    RoundRayCount,
    RoundsPerMinute,
    AttacksPerMinute,
    ExplosionRadius,
    ModSlots,
    ModPowerBonus,
    SpreadMultiplierHip,
    SpreadMultiplierAiming,
    SpreadMultiplierRunning,
    SpreadMultiplierWalking,
    SpreadMultiplierCrouching,
    SpreadMultiplierIdle,
    SpreadDegreesVertical,
    SpreadDegreesHorizontal,
    KickDegreesVertical,
    KickDegreesHorizontal,
    SphereCastRadius,
    PhysicalDamageResist,
    ElementalDamageResist,
    Tier,
    LightIntensity,
    VehicleDamagePassedToPlayer,
    VehicleSteering,
    VehicleMaxSteeringAngle,
    VehicleAcceleration,
    VehicleBraking,
    VehiclePlayerStaminaDrainRate,
    VehicleMaxSpeed,
    VehicleMetersPerLiter,
    VehicleIdleSecondsPerLiter,
    VehicleNoise,
    VehicleTraction,
    VehicleDrag,
    VehicleTankSize,
    VehicleStorageWidth,
    VehicleStorageHeight,
    BatteryMaxLoadInVolts,
    BatteryDischargeTimeInMinutes,
    DistractionResistance,
    DistractionRadius,
    DistractionLifetime,
    DistractionStrength,
    DistractionEatTicks,
    ProjectileVelocity,
    RecipeTagUnlocked,
    EconomicValue,


    PLAYER EFFECTS
    Spoiler: 
    AttributeLevel,
    SkillLevel,
    PerkLevel,
    SkillExpGain,
    PlayerExpGain,
    NoiseMultiplier,
    LightMultiplier,
    CraftingTime,
    CraftingTier,
    CraftingOutputCount,
    ActiveCraftingSlots,
    CraftingSlots,
    CarryCapacity,
    RepairTime,
    RepairAmount,
    ReloadSpeedMultiplier,
    WaterRegenRate,
    HealthMax,
    HealthMaxModifierOT,
    HealthChangeOT,
    HealthGain,
    HealthLoss,
    HealthLossMaxMult,

    StaminaMax,
    StaminaMaxModifierOT,
    StaminaChangeOT,
    StaminaGain,
    StaminaLoss,
    StaminaLossMaxMult,

    FoodMax,
    FoodChangeOT,
    FoodGain,
    FoodLoss,
    FoodLossPerHealthPointLost,
    WaterMax,
    WaterChangeOT,
    WaterGain,
    WaterLoss,
    WaterLossPerHealthPointGained,
    WaterLossPerStaminaPointGained,
    JumpStrength,
    WalkSpeed,
    RunSpeed,
    CrouchSpeed,
    Mobility,

    ScavengingTime,
    ScavengingTier,
    ScavengingItemCount, //Hook Up
    HarvestCount,

    DismembermentBaseChance,
    DismembermentBonus,
    TreasureRadius,
    BreathHoldDuration,
    Bartering,
    SecretStash,

    QuestBonusItemReward,
    QuestTierBonus,
    QuestlRewardChoiceCount,

    CriticalChance,
    BuffProcChance



    Now that you have a nice list of possibilities you should also know that you can create and modify any new variable you like. These are called CVars and allow you to store a single float value from anywhere to be used anywhere else. These are attached to each entity.



    There are also Actions that go along with the events. These come in many flavors showing some below:
    *note that [target] can be self, other, self_aoe, and other_aoe, also not that any [value] (including passive effects) can be a number, randomInt(#,#), randomFloat(#,#), or a cvar using '@CvarName'

    Spoiler: 
    Animation Actions:
    AnimatorSetFloat [target] [property] [value]
    AnimatorSetInt [target] [property] [value]
    AnimatorSetBool [target] [property] [value]
    AnimatorFireTrigger [target] [property] [value]
    AnimatorResetTrigger [target] [property] [value]

    Buff Actions:
    AddBuff [target] [buff]
    RemoveBuff [target] [buff]
    RemoveAllNegativeBuffs - removes any buff with a damageType

    CVar Actions:
    ModifyCVar [target] [cvarName] [operation(add,sub,mult,div,set)] [value(#,@cvar,randomInt{#,#},randomFloat{#,#})]

    DebugActions:
    CVarLogValue [target] [cvarName] - outputs the value of a cvar to console
    LogMessage [message] - Logs a message to console

    EntityActions:
    DoRagdoll [target] [duration]
    AttachParticleEffectToEntity [target] [particleName] [parent_transform] [local_offset] [local_rotation]
    RemoveParticleFromEntity [target] [particleName]
    AttachPrefabToEntity [target] [prefab] [parent_transform] [local_offset] [local_rotation]

    ItemActions:
    AttachPrefabToHeldItem [target] [prefab] [local_position] [local_rotation]

    ScreenEffectActions:
    SetScreenEffect [target] [screenEffectName] [intensity]

    SoundActions:
    PlaySound [target] [sound] [local_only] [play_in_head_only]
    StopSound [target] [sound]
    FadeOutSound [target] [sound]

    StatActions:
    ModifyStat [target] [stat] [operation] [value]
    Last edited by Kinyajuu; 09-15-2018 at 07:09 PM. Reason: Danke for the edit Gazz

  15. #780
    Fun Pimps Staff Kinyajuu's Avatar
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    Part 2 of 2

    Now, after all of these confusing terms and definitions, I think it's time to show what one of the buffs look like.

    The drunk buff:
    Code:
    	<buff name="drunk" name_key="beers" description_key="drunkDesc" tooltip_key="drunkTooltip" icon="ui_game_symbol_beer">
    		<stack_type value="duration"/>
    		<duration value="120"/>
    		<effect_group>
    			<passive_effect name="EntityDamage" operation="perc_add" value="@DrunkMelee" tags="melee"/>
    			<passive_effect name="StaminaChangeOT" operation="base_add" value="@DrunkStam"/>
    			<passive_effect name="HealthLoss" operation="perc_subtract" value="@DrunkRes"/>
    			<passive_effect name="HealthChangeOT" operation="base_add" value="@DrunkHeal"/>
    			
    			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" effect_name="Drunk"/>
    			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" effect_name="Drunk"/>
    			
    			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buzzed"/>
    			<triggered_effect trigger="onSelfBuffFinish" action="ModifyCVar" cvar="beers" target="self" operation="subtract" value="2"/>
    			
    			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" target="self" buff="buzzed">
    				<requirement name="CVarCompare" cvar="beers" target="self" operation="LT" value="3"/>
    			</triggered_effect>
    			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" target="self" buff="drunk">
    				<requirement name="CVarCompare" cvar="beers" target="self" operation="GTE" value="3"/>
    			</triggered_effect>
    		</effect_group>
    	</buff>
    Now, I'll show you a couple of the mods as well:
    Laser Sight mod

    Code:
    	<item_modifier name="modGunLaserSight" installable_tags="sideAttachments" modifier_tags="sideAttachment" type="attachment">
    		<property name="Stacknumber" value="1"/>
    
    		<item_property_overrides name="*">
    			<property name="CrosshairOnAim" value="true"/>
    		</item_property_overrides>
    
    		<item_property_overrides name="gunPistol">
    			<property name="SideOffset" value="0,0.0148,0.0479"/>
    			<property name="SideScale" value="1,1,1"/>
    		</item_property_overrides>
    
    		<item_property_overrides name="gunAK47">
    			<property name="SideOffset" value="0,-0.00183,0.4094"/>
    			<property name="SideScale" value="1,1,1"/>
    		</item_property_overrides>
    
    		<item_property_overrides name="gun44Magnum">
    			<property name="SideOffset" value="0,0.661,0.1382"/>
    			<property name="SideScale" value="0.75,0.75,0.75"/>
    		</item_property_overrides>
    
    		<item_property_overrides name="gunSMG5">
    			<property name="SideOffset" value="0,0.0108,0.0148"/>
    			<property name="SideScale" value="1.25,1.25,1.25"/>
    		</item_property_overrides>
    
    		<item_property_overrides name="gunMR10">
    			<property name="SideOffset" value="0,0.003,0.1674"/>
    			<property name="SideScale" value="1,1,1"/>
    		</item_property_overrides>
    
    		<effect_group tiered="false">
    			<passive_effect name="SpreadMultiplierHip" operation="perc_add" value="-.25"/>
    			<passive_effect name="WeaponHandling" operation="perc_add" value=".2"/>
    			<triggered_effect trigger="onSelfHoldingItemCreated" action="AttachPrefabToHeldItem" prefab="Items/Mods/Sides/side_attachment_laserPrefab" parent_transform="Attachments/Side" local_rotation="0,0,0"/>
    		</effect_group>
    
    		<property name="LightSource" value=""/> <!-- Start: Needed for the attachment flashlight -->
    		<property name="ActivateObject" value="Attachments/Side/side_attachment_laserPrefab/laser"/>
    		<property name="LightValue" value="0.1"/>
    	</item_modifier>
    Burning Shaft Mod:
    Code:
    	<item_modifier name="modMeleeClubBurningShaft" installable_tags="club" modifier_tags="fire" type="mod" rarity="0.5">
    		<property name="CustomIcon" value="resourceScrapIron"/>
    
    		<effect_group tiered="false" name="Power Attack">
    			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="burning">
    				<requirement name="RandomRoll" target="self" min_max="1,100" operation="LTE" value="50"/>
    			</triggered_effect>
    		</effect_group>
    
    		<effect_group tiered="false" name="SpecialEffects">
    			<triggered_effect trigger="onSelfHoldingItemCreated" action="AttachPrefabToHeldItem" prefab="ParticleEffects/p_torch_wall" local_offset="0,0.3,0"/>
    		</effect_group>
    	</item_modifier>



    Lastly, here is what kind of entries you'll find on the entity class for a player:
    Code:
    <effect_group>
    		<passive_effect name="HealthMax" operation="base_set" value="110"/>
    		<passive_effect name="StaminaMax" operation="base_set" value="110"/>
    		<passive_effect name="WaterMax" operation="base_set" value="100"/>
    
    		<passive_effect name="HealthChangeOT" operation="base_set" value="0.5" />
    
    		<passive_effect name="WaterLossPerHealthPointGained" operation="base_set" value="0.08"/>
    		<passive_effect name="WaterLossPerStaminaPointGained" operation="base_set" value="0.008"/>
    
    		<passive_effect name="HealthLossMaxMult" operation="base_set" value="0.16"/>
    		<passive_effect name="StaminaLossMaxMult" operation="base_set" value="0.008"/>
    
    		<passive_effect name="WalkSpeed" operation="base_set" value="1.53"/>
    		<passive_effect name="RunSpeed" operation="base_set" value="1.27"/>
    		<passive_effect name="CrouchSpeed" operation="base_set" value="1.04"/>
    
    		<passive_effect name="JumpStrength" operation="base_set" value="0.13"/>
    		<passive_effect name="JumpStrength" operation="base_set" value="0.065" tags="crouching"/>
    		<passive_effect name="JumpStrength" operation="base_set" value="0.26" tags="running"/>
    
    		<passive_effect name="StaminaChangeOT" operation="base_set" value="10" />
    		<passive_effect name="StaminaChangeOT" operation="perc_subtract" value="1.7" tags="swimming" />
    		<passive_effect name="StaminaChangeOT" operation="perc_subtract" value="2.0" tags="running" />
    		<passive_effect name="StaminaChangeOT" operation="perc_subtract" value="1.4" match_all_tags="true" tags="swimming,walking" />
    		<passive_effect name="StaminaChangeOT" operation="perc_subtract" value="1.3" match_all_tags="true" tags="crouching,walking"/>
    		<!-- <passive_effect name="StaminaChangeOT" operation="base_set" value="-10" match_all_tags="true" tags="crouching,running" />
    		this is redundant because running is covered.
    		With a different value the base_set would override the previous one -->
    
    
    		<passive_effect name="StaminaLoss" operation="base_set" value="20" tags="jumping"/>
    		<passive_effect name="StaminaLoss" operation="base_set" value="40" tags="swimming"/>
    
    		<passive_effect name="DismembermentBaseChance" operation="base_set" value="0"/>
    		<passive_effect name="DismembermentBonus" operation="base_set" value="0"/>
    
    		<passive_effect name="CraftingTier" operation="base_set" value="1"/>
    		<passive_effect name="CarryCapacity" operation="base_set" value="25"/>
    
    		<triggered_effect trigger="onSelfEnteredGame" action="AddBuff" target="self" buff="perkSetup"/>
    		<triggered_effect trigger="onSelfEnteredGame" action="AddBuff" target="self" buff="statusCheck"/>
    		<triggered_effect trigger="onSelfRespawn" action="AddBuff" target="self" buff="cvarReset"/>
    		<triggered_effect trigger="onSelfRespawn" action="AddBuff" target="self" buff="statusCheck"/>
    	</effect_group>
    So, as you can all see, there is a lot more going on in the back end than you might think from simply seeing some light gameplay. Have fun chewing on this for a little while. The beauty of this system is we can add new Events, Passive Effects, and Actions easily. events and passives are a one line code hook and an entry into one of those lists above. An action does one thing and usually doesn't get over 100 lines of code at most. More will be created before release as needed. But with what is there you can do a lot more than you might think.

    I literally made a riot shield out of the above commands that works great.

    Code:
    <item name="riotShield"> <!-- Test shield functionality using functions we already had -->
    	<property name="CreativeMode" value="Dev"/>
    	<property name="HoldType" value="2"/>
    	<property name="Meshfile" value="Items/Misc/ShieldPrefab"/> <!-- Programmer art shield for simple visual purposes -->
    	<property name="CustomIcon" value="resourceMilitaryFiber"/>
    	<property name="Material" value="Mmetal"/>
    	<property name="DegradationBreaksAfter" value="false"/>
    	<property name="SoundJammed" value="ItemNeedsRepair"/>
    	<property name="SoundDestroy" value="wooddestroy1"/>
    	<property name="SellableToTrader" value="false"/>
    	<property name="CrosshairUpAfterShot" value="false"/>
    	<property class="Action0">
    		<property name="Class" value="DynamicMelee"/>
    		<property name="SphereCastRadius" value="0.25"/>
    	</property>
    	<property class="Action1">
    		<property name="Class" value="DynamicMelee"/>
    		<property name="SphereCastRadius" value="0.25"/>
    	</property>
    	<effect_group name="Base Effects">
    		<passive_effect name="EntityDamage" operation="base_set" value="5" tags="primary,secondary"/>
    		<passive_effect name="BlockDamage" operation="base_set" value="3" tags="primary,secondary"/>
    
    		<passive_effect name="StaminaLoss" operation="base_add" value="15" tags="primary"/>
    		<passive_effect name="StaminaLoss" operation="base_add" value="30" tags="secondary"/>
    
    		<passive_effect name="DegradationMax" operation="base_set" value="1200,6000" tier="1,6"/>
    		<passive_effect name="DegradationPerUse" operation="base_set" value="30"/>
    
    		<passive_effect name="MaxRange" operation="base_set" value="3"/>
    		<passive_effect name="BlockRange" operation="base_set" value="0"/>
    
    		<passive_effect name="DamageFalloffRange" operation="base_set" value="3"/>
    
    		<passive_effect name="PhysicalDamageResist" operation="base_add" value="20" tag="head,chest"/>
    
    		<passive_effect name="ModSlots" operation="base_set" value="0"/>
    		<triggered_effect name="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1" buff="knockdown"/>
    	</effect_group>
    	<property name="Group" value="Ammo/Weapons"/>
    </item>
    Last edited by Kinyajuu; 09-15-2018 at 06:29 PM.

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