Board Thread:Plants vs. Zombies 2/@comment-25089892-20151008225616/@comment-25571438-20151009195145

Ballistic Planet wrote: So, here's the code for Jack O' Lantern.



So what do I think can be modded here?

From top to bottom, GridLengthofFlamethrower is how far out the flame goes. By default it's set to 3, but I think it can go as high 8. (maybe even higher for offscreen damage)

FlamethrowerDPS is the damage of the Flamethrower. By default it's set to "96 43", but I wanna try modding it to "E1 44" (cherry bomb's damage)

MaximumFireAmount: I think it's the Max amount of Fire this plant can store. Try changing this to "FF 7F"

FireRegenrationPerSecond determines how much fire Jacky recovers over a period of time. It looks the this has something to with the "MaximumFireAmount" value. This'll be fun to tweak with >:3

FlamethrowerActivationCost determines how much flame it costs to activate Jack O' Lantern.

FlamethrowerTapDuration I think determines how long you can tap the Jack O' Lantern for, but in the beta rsb, it's set to 1.5 seconds.

FlameThrowerSustainCostPerSecond is how much flame it takes to keep flamethrower going. Nullifying this and FlamethrowerActivationCost should give you a Jack O' Lantern which doesn't cost any flame to use, or infinite Jack O' Lantern!

FlamethrowerDamageIncrementTime: I have no idea. I think it has something to with how much more damage over time it does the longer you tap and hold Jacky.

FlamethrowerDamageIncrementPercent: Looks uneditable

PFWispCount: O.o it's PF involves Wisps? WHAT Can't wait to mod it!