7 Days to Die

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Daylight Apr 14, 2021 @ 2:29am
Bow Mod - Help - BurstRoundCount
I have created a mod that makes you fire 12 arrows in a horizontal line.
Specifically it has these passive_effects:
<passive_effect name="MagazineSize" operation="base_add" value="11"/>
<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value="-.5"/>
<passive_effect name="SpreadDegreesHorizontal" operation="perc_add" value="35"/>
<passive_effect name="SpreadDegreesVertical" operation="perc_add" value="-.75"/>
<passive_effect name="BurstRoundCount" operation="base_add" value="11"/>

It's awesome however it comes with the following bug:
If you have x arrows of the 12 you will fire and then have -y ammo.
Where x < 12 and y = 12-x.
Example you have 3 arrows you fire 12 and now have -9.

This isn't so bad except that if you ever return to 0 arrows you end up getting a full stack of arrows so you can exploit this bug to never run at out arrows.

This removes the negative of the spray effect of chugging through your arrows too fast.

With guns they can have different BurstRoundCount's and it yet you don't get negative ammo but with bows why is this not the case?

I was thinking maybe to fix this I could add a requirement like increase burst size to 12 if you have 12 ammo
but there is no other requirement on ammo
so I don't no if I use CVarCompare or StatComparePercCurrentToModMax
and I don't know the stat name

Does anyone have a work around for this as I want to keep the mod but I don't want it to be OP when you exploit the bug.
Date Posted: Apr 14, 2021 @ 2:29am
Posts: 0