Hello, as an example you can check \Starbound\assets\items\guns\randomgenerated folder and you need a definition of the projectile "projectileTypes" : [ "delayed", "fast", "flame" ], in the file of the gun generation: "uncommonassaultrifle.generatedgun" "projectileTypes" : [ "delayed", "fast", "flame" ], those "flame" for example are defined in projectiles: \Starbound\assets\projectiles\npcs\flame\flame.projectile file and in there: { "projectileName" : "flame", "frames" : "flame.png", "physics" : "flame", "level" : 3, "animationCycle" : 1, "damageKindImage" : "icon.png", "frameNumber" : 12, "power" : 50, <<<<<<<<<<<<<<<<power of damage here "speed" : 25, <<<<<<<<<<<<<<<speed of projectile here "timeToLive" : 1, "bounces" : 4, "piercing" : false, "damagePoly" : [ [-9, 0], [-6, -6], [0, -9], [6, -6], [9, 0], [6, 6], [0, 9], [-6, 6] ], "lightColor" : [255, 180, 0], "damageKind" : "fire", "statusEffects" : [ <<<<<<<<<<<<<<<<<<<<<Status effect definition here { "kind" : "glow", "amount" : 100.0, "color" : "orange", "duration" : 5.0 }, { "kind" : "testburning" } ] }
Which kind of effect you searching for? Visual effects or Player Stat Effects? The Visual effects can be found in ./assets/projectiles/ and the Stat Effects are settled in ./assets/effects/.
Projectiles are (mostly?) created from .projectile files, like the one above. These can hava a "statusEffect" value, which is an array. In that array are one or more objects that list the wished status effects. These objects have a "kind" value which defines the effect type and some optional parameters. Kinda talking out of my ass, thoug, so it would be great if someone could verify this.
I really wish someone had an actual list of all the .projectile "items". I've been modding some weapons and It's been a guessing game.
the projectiles can use (almost) EVERY effect/statuseffect found in /assets/statuseffects or /assets/effects the same for projectiles, /assets/projectiles/ there are all .projectile items..
i think whats needed is a wiki for modding its unreasonable to simply say look for something yourself when there is no available documentation. other than reverse engineering the assets folder these effects and attributes are not documented at all. if you want to use the RTFW excuse than Update TFW
If i wanted to add a sword status to a pistol, how should i mod the item? (Using starcheat and FU) The status i want to add is the time freeze of the time pierce broadsword. basically, what im trying to do is adding the timefreeze status form time pierce broadsword and putting it in the gun so when a bullet i shoot from the gun hits a target it does that effect, ive been trying over 4 hours and cant see to get it working propperly, it just worked on the tank pinguins on dreadwing mission, dunno why... im in ddesesperate need of help { "count": 1, "name": "swtjc_ewg_commonrevolver", "parameters": { "animationPartVariants": { "barrel": 15, "butt": 2, "middle": 11 }, "level": 7.924037933349609, "primaryAbility": { "baseDpsFactor": 1.880937433895078, "energyUsageFactor": 0.8956867406104596, "fireTimeFactor": 0.7342046576154994, "projectileParameters": { "statusEffects": [ "timefreeze" ] } }, "seed": 1067319296, "shortdescription": "Toshrimpa Talonmagnum", "tooltipKind": "gun", "twoHanded": false } } { "count": 1, "name": "timepierce", "parameters": { "altAbility": { "baseDps": 0, "class": "MeleeSlash", "damageConfig": { "damageSourceKind": "broadsword", "knockback": 25, "knockbackMode": "facing", "statusEffects": [ "timefreeze" ], "timeoutGroup": "primary" }, "energyUsage": 120.0, "fireSound": "altFire", "fireTime": 1.5, "name": "Time Stop", "scripts": [ "/items/active/weapons/melee/meleeslash.lua" ], "stances": { "fire": { "allowFlip": false, "allowRotate": false, "armRotation": -45, "burstParticleEmitters": [ "numerals" ], "duration": 0.5, "twoHanded": true, "weaponRotation": -55 }, "idle": { "allowFlip": true, "allowRotate": false, "armRotation": -90, "weaponRotation": -10 }, "windup": { "allowFlip": true, "allowRotate": false, "armAngularVelocity": -1080, "armRotation": 90, "duration": 0.333, "playSounds": [ "altWindup" ], "twoHanded": true, "weaponRotation": -90 } } }, "animation": "/items/active/weapons/melee/broadsword/combobroadsword.animation", "animationCustom": { "animatedParts": { "parts": { "swoosh": { "partStates": { "swoosh": { "fire": { "properties": { "image": "/items/active/weapons/melee/broadsword/swoosh/timeswoosh.png:<frame>" } }, "fire2": { "properties": { "image": "/items/active/weapons/melee/broadsword/swoosh2/timeswoosh.png:<frame>" } }, "fire3": { "properties": { "image": "/items/active/weapons/melee/broadsword/swoosh3/timeswoosh.png:<frame>" } } } } } } }, "particleEmitters": { "numerals": { "active": false, "offsetRegion": [ 0.75, 0.0, 4.25, 5.0 ], "particles": [ { "particle": "numerals2" }, { "particle": "numerals4" }, { "particle": "numerals6" }, { "particle": "numerals8" } ], "transformationGroups": [ "swoosh" ] } }, "sounds": { "altFire": [ "/sfx/melee/timepierce_swing2.ogg" ], "altWindup": [ "/sfx/melee/timepierce_windup.ogg" ] } }, "animationParts": { "blade": "timepierce.png", "handle": "" }, "builder": "/items/buildscripts/buildunrandweapon.lua", "category": "broadsword", "description": "This blade can pierce through the fabric of time itself.", "elementalType": "physical", "inventoryIcon": "timepierce.png", "itemName": "timepierce", "itemTags": [ "weapon", "melee", "broadsword", "upgradeableWeapon" ], "level": 4, "maxStack": 1, "price": 1500, "primaryAbility": { "baseDps": 11.5, "fireTime": 0.83 }, "primaryAbilityType": "broadswordcombo", "rarity": "Legendary", "scripts": [ "/items/active/weapons/melee/meleeweapon.lua" ], "shortdescription": "Time Pierce", "tooltipKind": "sword", "twoHanded": true, "upgradeParameters": { "animationParts": { "blade": "timepierce_l6.png" }, "inventoryIcon": "timepierce_l6.png", "shortdescription": "Time Pierce ^yellow;\ue024^reset;" } } } my problem has been solved, it worked all this time, only that the pistols were too powerfull and the bosses cant get debuffs, so i had to go to a max tier planet and take off armor (cuz 78.8 DpShot x 689%) to shoot a thing and get it to survive and the effect to be active[NOTE the pistols are not modded, i bought them to a npc trader, still op]).