Blade & Sorcery
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WY

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WhiteYukino

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About this mod

Originally, I had planned to release the Nomad version first.
But I decided to make a prototype of the PCVR version first. As a result, I was able to shoot DragonStake (non-attribute).
The DragonStake firing system uses the EventLinker function. A playtest video is uploaded for proof.
Just use it before you question me.

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[ How to Use ]
This SpellGun is placed in the Staves category of the Item Book. This is because it is a weapon that mainly uses spells.
I originally wanted it to function with DragonStake's firing effects, sound effects and some mana consumption, but since it is a PRT (prototype), I made it to focus on its ability to fire event linker items. We will try to implement such a thing in the future when it is possible to do so in an update.

As in past editions, hold the gun with your dominant arm and slash the enemy.
https://www.nexusmods.com/bladeandsorcery/mods/5227
You can also use it as an axe since you can grab the stock parts of the gun.
Spell Slum is also possible.

[ DragonStake can be fired ]
DragonStake can now be fired. Just grab the gun and press the trigger button.
there is a standard trigger-like button on the controller of VRHMD devices.
sometimes called the USE button.
This Stake is made by collecting mana that exists in nature, such as air and ground, and condensing it with dragon bone powder through alchemy.

The Stake damage has the ability to penetrate almost all the way through, so if you aim at the enemy's neck, the neck will be cut off.
The range is also relatively long, but there is no place to measure the exact distance. Well, Stake flies as far as an arrow shot from a bow can reach, so sniping may be possible.

However, the DragonStake that was fired is now in a state where it will not spontaneously combust. I haven't done much modding of guns or bows; I think the CPU and GPU will not be able to handle it if I keep firing Stake all the time because Stake shooting is infinite but it doesn't disappear.
Don't waste your time with it because you never know what kind of bugs you might encounter. I believe there was a checkbox in U10 and other versions that said Stake would disappear if it hit something in Unity, but it has now been changed to a "Disarrow Room Despawn" item. It seems that Stake does not disappear spontaneously even if it is deactivated.


[ Future plans ]
- Disappearance method of Stake that does not Despown
- Add a spawn effect at the time of firing, since it is not so simple.
- If possible, make a version that can be stored in the inventory.

I have been told by others that past versions of this gun are old-fashioned and rarely updated.
The concept of this gun is a SpellGun, so it needed a Spell element related to mana.
This time, I intended to test the Event Linker feature implemented in the SDK since U11, so here it is.

[ Recommended Mod ]
Better Running for U11
Better Running, which runs on the ground, is more suitable for this mod.

Simple Bleeding Damage
This is an environmental improvement mod that works well for weapons with sharp blades, etc.
My only policy for this mod is immersion and reality, so perhaps the bleeding element is the best effect.

Sometimes I have inflicted a cut on an enemy with a Japanese katana or sharp weapon and not much damage has been done.
simple bleeding damage, developed mostly by Sectix and designed by Sushin.

Since U11.2, BaS has a base game bug where the weapon passes through the enemy's body, which may leave a small cut or bruise. You can try it if you like. XD


Sliceable Torso (U11)
Sharp katana is also suitable for cutting off the torso.
I recommend this MOD of Mememan because it is probably the most stable.

Quick Attack NPC (U11 PCVR)
For those who seek speed in NPC attacks.
If you feel that the enemy's attack speed is slow, please try it.

Dismemberment(U10)(U11 Beta)
This SpellGgun has very high cutting performance, so I don't think it is necessary to use this mod. It may be good to use only those who cannot dismemberment. We have already confirmed that this mod of Piepop does not conflict.