![]() You can see which one are available inside items\active\weapons\melee\abilities\broadsword "altAbilityType" - which of the alternate abilities your weapon will have. } Changing the damageSourceKind to "bow" causes monsters with a hunting drop pool to drop those items instead.Īdding "weakpoison" to the statusEffects will cause the weapon to inflict the weakpoison status effect on anything it hits. "primaryAbility" - fireTime and baseDps is usually the only thing here, but you can also mess around with other things like damageConfig to add status effects or change the damage type. This sets all your arm rotations, weapon rotations, durations, etc for the basic combo. "primaryAbilityType" - This is your standard attack. This also affects what type of altAbility you can use. "elementalType" - What type of damage your weapon does. "scripts" - the scripts your item will use. "animationCustom" - used for changing specific aspects of the animation file, without having to change the animation file. " animationParts"- the parts of your weapons, unlike random weapons, you can use just one image for specific weapons. "animation" - the file your weapon uses for its animation. "inventoryIcon" - the image used for your inventory. "itemTags" - Not sure what these are for really, or how they work with other aspects of the game. Yes, you can have one handed broadswords. "twoHand"- sets if the item requires two hands. You can have a broadsword category item with spear altAbilities. "category"- this sets what type of item you are making and limits what you can put in the coding. Whatever I'm using as a template usually has when I want anyways. "tooltipKind" - determines what type of preview window pops up for the tooltip. Also, be careful of your spelling with this one, unlike other tags, the second word is NOT capitalized. If you make this too long it WILL take up more than one line and look very weird. "shortdescription"- this is the name that shows up at the top of the preview window, and on the left side of crafting interfaces. "description" - the text that shows up under the items preview. You can put Common, Uncommon, Rare, and Legendary. "rarity" - Determines the border color of your item icon. I've never changed this, so I don't know if anything crazy happens if you have a stack of 500 broadswords. "maxStack" - how many you can put in one stack. I dont know the formula, but increasing the level takes the baseDps and multiplies it, making the weapon do more damage. It's good if you are making tier weapons. "level"- This you have to be careful with. The merchants coding then determines what % they buy/sell for. Merchants have different buy and sell prices, this is the base price they will use. Example - "itemName" : "PMlightsaber" Adding the PM in front (short for ProjectMayhem) ensures that if someone else makes a mod and adds a sword called "lightsaber", the mods wont conflict and crash. To avoid mod conflicts, your itemName should always include a tag in front. "itemName" - This is what the game references for using commands like /spawnitem or when you add your item to a treasurepool or crafting station. "primaryAbilityType" : "broadswordcombo", "animation" : "/items/active/weapons/melee/broadsword/combobroadsword.animation", "description" : "Weapon used by a force-sensitive.", ![]()
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