John Black
Refugee
So I'm trying to figure out how to still have my switches close by but not have the radiated zombie cop destroy them.
I've looked at items.xml and found ammoProjectileZombieVomitRadiated.
<property name="Explosion.RadiusBlocks" value="2"/>
<property name="Explosion.RadiusEntities" value="1"/>
So I get the AOE, but the cop vomited though a couple of blocks to get to me. Is there any XML property that tells me what I'm dealing with in regards to vomit penetration?
Thanks!
I've looked at items.xml and found ammoProjectileZombieVomitRadiated.
<property name="Explosion.RadiusBlocks" value="2"/>
<property name="Explosion.RadiusEntities" value="1"/>
So I get the AOE, but the cop vomited though a couple of blocks to get to me. Is there any XML property that tells me what I'm dealing with in regards to vomit penetration?
Thanks!
Code:
<item name="ammoProjectileZombieVomitRadiated">
<property name="Extends" value="ammoProjectileZombieVomit"/>
<property name="CreativeMode" value="None"/>
<property class="Action1">
<property name="DamageEntity" value="25"/>
<property name="DamageBlock" value="240"/>
<property name="Velocity" value="18"/>
<property name="FlyTime" value="2"/>
<property name="LifeTime" value="4"/>
<property name="Explosion.ParticleIndex" value="7"/>
<property name="Explosion.RadiusBlocks" value="2"/>
<property name="Explosion.RadiusEntities" value="1"/>
<property name="Explosion.DamageBonus.water" value="0"/>
<property name="Explosion.DamageBonus.earth" value="0"/>
</property>
<effect_group name="ammoProjectileZombieVomitRadiated" tiered="false">
<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_set" value="0.5" tags="stone"/>
<passive_effect name="DamageModifier" operation="perc_add" value="1.2" tags="metal"/>
<passive_effect name="BuffProcChance" operation="base_set" value=".40" tags="buffInfectionCatch"/>
<passive_effect name="BlockDamage" operation="base_set" value="145"/>
<passive_effect name="EntityDamage" operation="base_set" value="1"/>
<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" target="other" cvar="infectionCounter" operation="add" value="20"><!--InfectionRadiated-->
<requirement name="CVarCompare" target="other" cvar="infectionCounter" operation="GT" value="0"/></triggered_effect>
<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" target="other" cvar="abrasionZombieHit" operation="set" value="3200"/><!--AbrasionRadiated-->
</effect_group>
</item>