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Lua [Tfs1.3] Add effect on hit to item?

Nalale

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Sep 5, 2015
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Code:
        <attribute key="weaponType" value="distance" />
        <attribute key="shootType" value ="shiverarrow" />
        <attribute key="effect" value="iceattack" />
        <attribute key="range" value="6" />
        <attribute key="attack" value="105" />
    </item>

This brings no errors to my console when used, but does not change the effect of the attack? Is that not what the attribute does?

Do I need to use a lua script to make the item do what I want it to do? (have an area of ice when the item hits, like exori frigo)
 
XML:
    <item id="7839" article="a" name="shiver arrow">
        <attribute key="weight" value="70" />
        <attribute key="slotType" value="ammo" />
        <attribute key="attack" value="14" />
        <attribute key="elementIce" value="14" />
        <attribute key="weaponType" value="ammunition" />
        <attribute key="ammoType" value="arrow" />
        <attribute key="shootType" value="shiverarrow" />
        <attribute key="maxHitChance" value="91" />
    </item>

thats my shiver arrow, try "elementIce" because the effect is the effect that happens when it lands on the target
 
XML:
    <item id="7839" article="a" name="shiver arrow">
        <attribute key="weight" value="70" />
        <attribute key="slotType" value="ammo" />
        <attribute key="attack" value="14" />
        <attribute key="elementIce" value="14" />
        <attribute key="weaponType" value="ammunition" />
        <attribute key="ammoType" value="arrow" />
        <attribute key="shootType" value="shiverarrow" />
        <attribute key="maxHitChance" value="91" />
    </item>

thats my shiver arrow, try "elementIce" because the effect is the effect that happens when it lands on the target

Unfortunately that gives me 2 different damage types, so on hit it will do the physical (red damage) + the ice damage (light blue)

I want it to be JUST the ice damage, not sure how to do it exactly, would I just make a weapon script?
 
i think you get the red effect because of the player losing health, which is dealt with in sources
to add an exception would be a bit weird since you'd have to check for shoot type
 
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