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@ -117,7 +117,7 @@ First, let's define a custom crossbow with its own custom reaction. The crossbow
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[MATERIAL_SIZE:4]
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[MATERIAL_SIZE:4]
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[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
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[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
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[ATTACK_PREPARE_AND_RECOVER:3:3]
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[ATTACK_PREPARE_AND_RECOVER:3:3]
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[FIRE_TIME:100] custom token (you'll see)
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[FIRE_RATE_MULTIPLIER:2] custom token (you'll see)
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The reaction to make it (you would add the reaction and not the weapon to an entity raw): ::
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The reaction to make it (you would add the reaction and not the weapon to an entity raw): ::
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@ -169,7 +169,27 @@ Then, we get the product number listed. Next, for every reagent, if the reagent
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It's all a bit loose and hacky but it works, at least if you don't have multiple stacks filling up one reagent.
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It's all a bit loose and hacky but it works, at least if you don't have multiple stacks filling up one reagent.
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TODO: fire rate
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Let's also make some code to modify the fire rate of the siege crossbow. ::
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eventful.onProjItemCheckMovement[modId] = function(projectile)
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if projectile.distance_flown > 0 then -- don't repeat this
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return
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end
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local firer = projectile.firer
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if not firer then
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return
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end
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local weapon = df.item.find(projectile.bow_id)
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if not weapon then
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return
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end
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local multiplier = tonumber(customRawTokens.getToken(weapon.subtype, "FIRE_RATE_MULTIPLIER")) or 1
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firer.counters.think_counter = math.floor(firer.counters.think_counter * multiplier)
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end
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TODO: "running shoes"
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TODO: "running shoes"
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Your first whole mod
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Your first whole mod
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