Caves of Qud

Caves of Qud

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Recoverable Arrows
   
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Type: Script
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37.326 KB
19 Aug, 2024 @ 6:35pm
23 Aug, 2024 @ 6:21pm
3 Change Notes ( view )

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Recoverable Arrows

Description
Arrows sometimes don't break!

One of the main complaints with using Bows is the lack of arrows to back them up. This mod makes it so arrows have a good chance to not break when fired. If you miss your target, you can pick up your unbroken arrows and reuse them at any time. To recover any arrows that find their way into creatures' hides, you'll have to wait until they're not moving any more (i.e. dead) before you can pull them out. Higher level arrows have a higher chance to remain intact.

This mod was heavily inspired by Arrow Recovery by CatlikeSpectator. Many improvements were made including:
  • More immersive behavior when shooting creatures.
  • Arrows that fly off into the distance are not guaranteed losses.
  • Arrows that hit walls no longer need the wall to be destroyed to recover them.
  • Optional verbose messages in the combat log.
  • Simple integration with modded arrows.

Mod Compatibility
Making your mod compatible with Recoverable Arrows is pretty simple:
  • Your Ammo blueprint should be 1:1 to your Projectile blueprint. In other words, don't reuse an existing Projectile blueprint in your AmmoArrow part. Inheriting from an existing Projectile blueprint is fine.
  • Your Projectile blueprint should be a descendant of TemporaryProjectile and include an <intproperty Name="RA_BreakChance" Value="50" /> where the value is the percentage chance for the arrow to break.
That's it! If you exclude the intproperty on a Projectile, arrows will always break (good for things like boomrose). If the player is missing this mod, the intproperty will be inert and throw no errors.



Keybinds
  • Uninstall Mod: Prepares the game files for the mod to be removed. This is not strictly necessary but it will prevent an error from showing if you try to load a game after disabling the mod.

Options
  • Verbose Logs: Show verbose combat logs. Tells how close you were to success or failure.

Notes
This mod is safe to install or uninstall at any point in your run. There is an uninstall keybind that will clean up your save file but it's not strictly necessary. If you unsubscribe without using that keybind, you will get an error the next time you load your game, but the game will work perfectly fine and it will not error after that. If you wish to see the source code for this mod, you can find it on my github page[github.com].

Thanks
  • CatlikeSpectator for the inspiration and a good starting point for this mod.
  • books, kernel, Sol and other helpful and patient modders in the discord.
  • Many other devs who have shared their code through their mods, which I have referenced while making this mod.
  • Of course the Qud devs for making a great game and opened it up to modding.
Popular Discussions View All (1)
0
1 Jun @ 8:03pm
Bit of MODERROR spam during game load (mod compat)
UnderDoug
7 Comments
plaidman  [author] 9 Dec, 2024 @ 5:48pm 
I wasn't able to reproduce. That doesn't necessarily mean it's not caused by my mod. If you can take a look at the player.log file and upload it here or to discord, I can try to help figure out the reason.
Mid Favila 7 Dec, 2024 @ 12:39pm 
mod does seem to dislike 1.0 but i haven't tested it on its own. if i remember to, i'll report back.
plaidman  [author] 6 Dec, 2024 @ 8:15am 
I haven't played Qud in a while, please let me know if this mod is misbehaving with the 1.0 update.
|_| Clyax 30 Aug, 2024 @ 10:56pm 
Finally! An update to the old mod. Thank you!
Juice 26 Aug, 2024 @ 4:34am 
This is great.
Bothers me when arrows are never recoverable in games.
I like that it's not 100% of the time too. Logically many would break
SpaceGlam 21 Aug, 2024 @ 2:03pm 
Really appreciate the mods you've been making! Thanks!
Inquisition 20 Aug, 2024 @ 1:03am 
Thank you. <3