EtG Modding Guide
  • ETG Modding Guide
  • Getting started
    • Modding EtG: Installing Mods
    • Modding EtG: Creating a Mod
    • Uploading a Mod
    • Useful Tools
      • Using IlSpy
  • Making An Item
    • Creating A Passive
    • Creating An Active
    • Creating An Ammolet
    • Creating A Guon
    • Synergies
  • Making a Gun
    • Creating A Gun
      • Setting Up Gun Sprite Folders
      • Creating Gun Jsons/Jtk2ds
        • Pixel Measurement Conversions
    • Setting Up Projectiles
      • Adding Components To A Projectile
      • Projectile HitEffects (Visual Effects)
      • Adding status effects to a projectile
    • Continuous Fire Animations
    • Gun Ammo Types
  • Custom Characters
    • Creating A Standalone Custom Character
  • Making a Floor
    • Introduction
    • Setup
    • Making The Dungeon
    • Tileset
    • Rooms
    • Making the flow
    • Making the Entrance
    • All Files
  • Text, Text Boxes, Etc
    • Textboxes
    • Text Formatting
  • Sounds
    • Using Custom Sounds
    • Customising Gun Sounds
    • Basegame Sound List
    • wwise Sound Dump
  • Misc
    • Making Asset bundles
    • Assetbundles: How-To
    • How to create a hook
    • Creating A Command
    • Subscribing Methods to Actions
    • Reversing Player Controls
    • Undodgeable Projectiles
    • Creating An Enemy
  • Shaders
    • Creating Shaders
  • All things Spriting
    • Important Sprite Creation Information.
    • Importing a Sprite To Visual Studios
  • Monobehaviour Documentation
    • BounceProjModifier
    • PierceProjModifier
    • KeyProjModifier
    • CompanionFollowPlayerBehaviour
  • Various Lists of IDs, Sounds, Etc.
    • List of Item and Gun IDs
    • Enemy Guids
    • List of Base Game Synergies
    • dfSpriteList
    • All Custom Ammo Types
    • Gun .Json Dump
  • OFF TOPIC MEMES
    • Modders Anthem
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  1. Making a Gun

Gun Ammo Types

PreviousContinuous Fire AnimationsNextCreating A Standalone Custom Character

Last updated 9 months ago

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Difficulty: 1/10

if you want to set the type of ammo clip your gun uses to something different than the usual default.

you can do it by setting your guns default module's ammo type to something else, like so

 gun.DefaultModule.ammoType = GameUIAmmoType.AmmoType.FISH;

for this beautiful result

however the GameUIAmmoType.AmmoType enum is limit to only these 13 basic types: SMALL_BULLET , MEDIUM_BULLET , BEAM , GRENADE , SHOTGUN , SMALL_BLASTER , MEDIUM_BLASTER , NAIL , MUSKETBALL , ARROW , MAGIC , BLUE_SHOTGUN , SKULL , FISH.

however as you may have noticed, the game has many more types of ammo clips, and so in order to get something like pitchfork's fire clip you need to do this;

gun.DefaultModule.ammoType = GameUIAmmoType.AmmoType.CUSTOM;
gun.DefaultModule.customAmmoType = "burning hand";

to get this result.

a full list of all the different ammo types is in the "various lists of ids, sounds, etc" section.

it is also worth noting that if you're making a gun with a "final projectile" (like hammer or gunslingers gun) these lines also exist

Gun.DefaultModule.finalAmmoType;

Gun.DefaultModule.finalCustomAmmoType;

https://mtgmodders.gitbook.io/etg-modding-guide/various-lists-of-ids-sounds-etc./all-custom-ammo-types