twowheelz4lyfe
Refugee
So i wanted to make zombies maintain player damage while reducing block damage but maintaining door damage still. So as a result I came up with this and i thought it was working until I took a closer look into it testing in game. Can someone help me figure out where I went wrong and why its not working? yellow is what i add/edited. The second edited line in yellow I messed arounf with changing it to match the above line with "BlockDamage" instead of "DamageBlock" but that only seemed to confuse the game.
<item name="meleeHandZombie01">
<property name="Extends" value="meleeHandMaster"/>
<property name="CreativeMode" value="None"/>
<property class="Action0">
<property name="DamageEntity" value="10"/>
<property name="DamageBlock" value="2"/>
<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch,buffInjuryStunned01"/>
</property>
<effect_group name="meleeHandZombie01" tiered="false">
<passive_effect name="BlockDamage" operation="base_add" value="6" tags="door"/>
<passive_effect name="ModSlots" operation="base_set" value="0"/>
<passive_effect name="EntityDamage" operation="base_set" value="10"/> <!-- this passive is ignored so using the old notation! -->
<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/> A16 .8 -->
<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryBleedingZombie"/>
<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInfectionCatch"/>
<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryStunned01"/>
<!-- If the buffInfectionCatch buff makes it past buff resistance, this value is added to the infectionCounter, increasing infection level -->
<!-- Buckets are: -->
<!--InfectionRegular--><!--InfectionFeral--><!--InfectionRadiated--><!--InfectionSpecial-->
<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
</effect_group>
</item>
<item name="meleeHandZombie01">
<property name="Extends" value="meleeHandMaster"/>
<property name="CreativeMode" value="None"/>
<property class="Action0">
<property name="DamageEntity" value="10"/>
<property name="DamageBlock" value="2"/>
<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch,buffInjuryStunned01"/>
</property>
<effect_group name="meleeHandZombie01" tiered="false">
<passive_effect name="BlockDamage" operation="base_add" value="6" tags="door"/>
<passive_effect name="ModSlots" operation="base_set" value="0"/>
<passive_effect name="EntityDamage" operation="base_set" value="10"/> <!-- this passive is ignored so using the old notation! -->
<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/> A16 .8 -->
<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryBleedingZombie"/>
<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInfectionCatch"/>
<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryStunned01"/>
<!-- If the buffInfectionCatch buff makes it past buff resistance, this value is added to the infectionCounter, increasing infection level -->
<!-- Buckets are: -->
<!--InfectionRegular--><!--InfectionFeral--><!--InfectionRadiated--><!--InfectionSpecial-->
<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
</effect_group>
</item>