<ModInfo>
<Name value="Quality Effectiveness Bonuses" />
<Description value="Added back a quality bonus to entity damage (+10% per quality level). Block damage also got a boost of 40% per quality level. All items use 5% less Durability per use per quality level. All ranged weapons have a 5% bonus per quality level to Range, RPM, Reload Speed, Spread, and Weapon Handling." />
<append xpath="/items/item/effect_group[@name='Base Effects']">
<passive_effect name="EntityDamage" operation="perc_add" value="0,.5" tier="1,9" />
<passive_effect name="BlockDamage" operation="perc_add" value="0,2" tier="1,9" />
<!-- <passive_effect name="DegradationPerUse" operation="perc_add" value="0,-.1" tier="1,6"/>
-->
<passive_effect name="AttacksPerMinute" operation="perc_add" value="0,.20" tier="1,6" />
<passive_effect name="HarvestCount" operation="perc_add" value="0,.125" tier="1,6" />
The unlimited stamina still missing out the spear which still whacking with stamina.They change the effect group Base_effect to the name of the item, which complicates things.
The infinite ammo part still works as mentioned, and the unlimited stamina one seems to work as much as possible, except that i cannot lower the stamina usage from running below 1.
Haha, nope. But it is the change/removal of the "Base Effects" That broke it. Though Zagan may have figured that out.tier 1,9? is that really how that's supposed to be?Code:<ModInfo> <Name value="Quality Effectiveness Bonuses" /> <Description value="Added back a quality bonus to entity damage (+10% per quality level). Block damage also got a boost of 40% per quality level. All items use 5% less Durability per use per quality level. All ranged weapons have a 5% bonus per quality level to Range, RPM, Reload Speed, Spread, and Weapon Handling." /> <append xpath="/items/item/effect_group[@name='Base Effects']"> <passive_effect name="EntityDamage" operation="perc_add" value="0,.5" tier="1,9" /> <passive_effect name="BlockDamage" operation="perc_add" value="0,2" tier="1,9" /> <!-- <passive_effect name="DegradationPerUse" operation="perc_add" value="0,-.1" tier="1,6"/> --> <passive_effect name="AttacksPerMinute" operation="perc_add" value="0,.20" tier="1,6" /> <passive_effect name="HarvestCount" operation="perc_add" value="0,.125" tier="1,6" />
Yeah that is still broken, I plan to update it tomorrow. i will post when ti is updqated.The unlimited stamina still missing out the spear which still whacking with stamina.
Oh that part of the code is commented out anyway, I was probably testing something.tier 1,9? is that really how that's supposed to be?Code:<ModInfo> <Name value="Quality Effectiveness Bonuses" /> <Description value="Added back a quality bonus to entity damage (+10% per quality level). Block damage also got a boost of 40% per quality level. All items use 5% less Durability per use per quality level. All ranged weapons have a 5% bonus per quality level to Range, RPM, Reload Speed, Spread, and Weapon Handling." /> <append xpath="/items/item/effect_group[@name='Base Effects']"> <passive_effect name="EntityDamage" operation="perc_add" value="0,.5" tier="1,9" /> <passive_effect name="BlockDamage" operation="perc_add" value="0,2" tier="1,9" /> <!-- <passive_effect name="DegradationPerUse" operation="perc_add" value="0,-.1" tier="1,6"/> --> <passive_effect name="AttacksPerMinute" operation="perc_add" value="0,.20" tier="1,6" /> <passive_effect name="HarvestCount" operation="perc_add" value="0,.125" tier="1,6" />
Luc, can you check the stone axe? Not ignoring it for me. Appreciated.Effectively Unlimited Stamina has been updated, everything except aim with a knocked arrow ignores stamina usage and in fact you seem regen stamina when you run....