XML/Ammunition

This file defines how ammunition (arrows and bolts) behave.

Types
  Standard Arrow ARROW 8 60000 4900 0.1   Standard Bolt BOLT 14 80000 5500</speedBase> 0.05</gravityBase> </ammunition_type> </ammunition_types> The upper entries define the base stats for arrows and bolts. type is either ARROW or BOLT - do not enter any other values. The other values set damage, speed, range and gravity influence. All of these values will also be affected by arrow/bolt modifications and materials.

<ammunition_type_bindings> <ammunition_type_binding> <identifierAmmunitionType>Standard Arrow</identifierAmmunitionType> <substringAmmunition>Arrow</substringAmmunition> </ammunition_type_binding> <ammunition_type_binding> <identifierAmmunitionType>Standard Bolt</identifierAmmunitionType> <substringAmmunition>Bolt</substringAmmunition> </ammunition_type_binding> </ammunition_type_bindings> This section links ammunition_type entries to actual in-game ammunition, based on substring search. For example, the upper ammunition_type_binding links every ammunition that has "Arrow" in its name to the ammunition_type referenced by the identifier "Standard Arrow".

Materials
<ammunition_materials> <ammunition_material> Iron <damageModifier>3</damageModifier> <rangeModifier>0</rangeModifier> <speedModifier>-150</speedModifier> <gravityModifier>0.24</gravityModifier> true </ammunition_material> ... </ammunition_materials> This section defines how materials influence ammunition behaviour. All values (damageModifier, ...) are additive to the base values set in ammunition_types. The "multiply" entry defines whether or not this piece of ammunition should be processed by all the fancy perks that add arrow and bolt crafting recipes, such as "Elemental Bombard". Valid values are true and false.

<ammunition_material_bindings> <ammunition_material_binding> <identifierAmmunitionMaterial>Iron</identifierAmmunitionMaterial> <substringAmmunition>Iron</substringAmmunition> </ammunition_material_binding> ... </ammunition_material_bindings> As usual, another section that ties ammunition_material entries to actualy in-game names. Only the longest match counts. Thia is nothing special, as it holds true for most things of this type, but the next one is differrent.

Modifiers
<ammunition_modifiers> <ammunition_modifier> Explosive <damageModifier>-1</damageModifier> <rangeModifier>0</rangeModifier> <speedModifier>-250</speedModifier> <gravityModifier>0.1</gravityModifier> </ammunition_modifier> ... </ammunition_modifiers>

<ammunition_modifier_bindings> <ammunition_modifier_binding> <identifierAmmunitionModifier>Explosive</identifierAmmunitionModifier> <substringAmmunition>Explosive</substringAmmunition> </ammunition_modifier_binding> ... </ammunition_modifier_bindings> Now check out those two cute buggers. Essentially, they do work exactly like materials (define + link), but unlike materials, the patcher will link all matching ammunition_modifier_binding. This makes sure that a "Strong Barbed Bolt" gets both "Strong" and "Barbed" modifiers.

Exclusions
<ammunition_exclusions_multiplication> <ammunition_exclusion_multiplication>of Fire</ammunition_exclusion_multiplication> <ammunition_exclusion_multiplication>of Ice</ammunition_exclusion_multiplication> <ammunition_exclusion_multiplication>of Shock</ammunition_exclusion_multiplication> <ammunition_exclusion_multiplication>Bloodcursed</ammunition_exclusion_multiplication> <ammunition_exclusion_multiplication>Sunhallowed</ammunition_exclusion_multiplication> </ammunition_exclusions_multiplication> These entries define substrings of ammunition that should not be multiplied by perks. These do just the same as the respective entry in ammunition_material. In newer versions of PaMa this section is no longer used.