<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://www.datoolset.net/mw/index.php?action=history&amp;feed=atom&amp;title=Ranged_Weapons_and_Ammunition</id>
		<title>Ranged Weapons and Ammunition - Revision history</title>
		<link rel="self" type="application/atom+xml" href="https://www.datoolset.net/mw/index.php?action=history&amp;feed=atom&amp;title=Ranged_Weapons_and_Ammunition"/>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;action=history"/>
		<updated>2026-11-06T15:43:12Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.25.6</generator>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12854&amp;oldid=prev</id>
		<title>Nezroy: /* Item and Ammunition Variations and Models */</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12854&amp;oldid=prev"/>
				<updated>2010-04-09T22:06:51Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Item and Ammunition Variations and Models&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 22:06, 9 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L30&quot; &gt;Line 30:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 30:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There is no perfectly clean solution for handling this. You can override the item variant for all of the non-default ammo items, but that will cause your custom quiver variant to display when that ammo is equipped on any PC/NPC, regardless of the bow they are using.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There is no perfectly clean solution for handling this. You can override the item variant for all of the non-default ammo items, but that will cause your custom quiver variant to display when that ammo is equipped on any PC/NPC, regardless of the bow they are using.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another option is to create duplicate versions of all the ammo items and change those duplicates to use your custom ammo variant. If you used these items instead of the normal ammo items, you would then see the custom quiver. Of course this has its own problems; you have to continually produce a supply of these duplicate items for yourself (since ammo is consumed), and will not be able to use &amp;quot;found&amp;quot; ammo items since they will still be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;off &lt;/del&gt;the original item type with the default variant. This option can be expanded by providing some mechanism for converting the standard types to your custom duplicate types; e.g. you could hook the [[EVENT_TYPE_EQUIP]] event and have a script that converts ammo from the vanilla version to your duplicate custom variant version when your custom weapon is also equipped.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another option is to create duplicate versions of all the ammo items and change those duplicates to use your custom ammo variant. If you used these items instead of the normal ammo items, you would then see the custom quiver. Of course this has its own problems; you have to continually produce a supply of these duplicate items for yourself (since ammo is consumed), and will not be able to use &amp;quot;found&amp;quot; ammo items since they will still be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;of &lt;/ins&gt;the original item type with the default variant. This option can be expanded by providing some mechanism for converting the standard types to your custom duplicate types; e.g. you could hook the [[EVENT_TYPE_EQUIP]] event and have a script that converts ammo from the vanilla version to your duplicate custom variant version when your custom weapon is also equipped.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Projectiles]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Projectiles]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Items]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Items]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Rules]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Rules]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Nezroy</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12853&amp;oldid=prev</id>
		<title>Nezroy: /* Item and Ammunition Variations and Models */</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12853&amp;oldid=prev"/>
				<updated>2010-04-09T22:05:46Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Item and Ammunition Variations and Models&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 22:05, 9 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L24&quot; &gt;Line 24:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 24:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You can create new arrow and bolt variations using the [[ItemVariations.xls]] 2da, which are actually variants of the quiver model shown on the back. (TODO - I'm not sure how the location/attachment point of the quiver model is defined for arrows/bolts, and why it's not defined for staff projectiles, other than that arrows/bolts have item variation worksheets and staff projectiles don't). If you were then to create new arrow items in the toolset that use your custom quiver variant, your custom quiver would be shown when that ammo is equipped. (To actually change the arrow/bolt models shown in-flight, you would instead need to create a new projectile type in [[PRJ_base.xls]], then assign that projectile to your ammo or override the projectile for a specific weapon).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You can create new arrow and bolt variations using the [[ItemVariations.xls]] 2da, which are actually variants of the quiver model shown on the back. (TODO - I'm not sure how the location/attachment point of the quiver model is defined for arrows/bolts, and why it's not defined for staff projectiles, other than that arrows/bolts have item variation worksheets and staff projectiles don't). If you were then to create new arrow items in the toolset that use your custom quiver variant, your custom quiver would be shown when that ammo is equipped. (To actually change the arrow/bolt models shown in-flight, you would instead need to create a new projectile type in [[PRJ_base.xls]], then assign that projectile to your ammo or override the projectile for a specific weapon).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The longbow, shortbow, and crossbow item variation 2da's have an extra column called DefaultAmmoVariation that links to an ID in the arrow/bolt variant 2das. The default infinite ammo resource that is created when you equip that weapon will use the variant ID specified here. For example, if you had &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;create &lt;/del&gt;a custom arrow variant (quiver), you could then create a custom bow variant that specifies your custom arrow variant ID in this field, and that is the quiver model that will be shown when the bow is equipped with the default infinite ammo.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The longbow, shortbow, and crossbow item variation 2da's have an extra column called DefaultAmmoVariation that links to an ID in the arrow/bolt variant 2das. The default infinite ammo resource that is created when you equip that weapon will use the variant ID specified here. For example, if you had &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;created &lt;/ins&gt;a custom arrow variant (quiver), you could then create a custom bow variant that specifies your custom arrow variant ID in this field, and that is the quiver model that will be shown when the bow is equipped with the default infinite ammo.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately the limitation is that non-default ammo items like Ice Arrows, Fire Arrows, etc., are actually separate ammo items and do not reflect the DefaultAmmoVariation specified in the weapon variant. These items instead have their variant defined based on their UTI definition, just like any other item. This means that when one of these ammo types is equipped, the custom quiver variant being displayed for the default ammo will disappear and the ammo item will display the generic quiver since that is the variant it uses.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately the limitation is that non-default ammo items like Ice Arrows, Fire Arrows, etc., are actually separate ammo items and do not reflect the DefaultAmmoVariation specified in the weapon variant. These items instead have their variant defined based on their UTI definition, just like any other item. This means that when one of these ammo types is equipped, the custom quiver variant being displayed for the default ammo will disappear and the ammo item will display the generic quiver since that is the variant it uses.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Nezroy</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12852&amp;oldid=prev</id>
		<title>Nezroy: /* Defining and Linking Weapons and Ammunition */</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12852&amp;oldid=prev"/>
				<updated>2010-04-09T22:03:21Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Defining and Linking Weapons and Ammunition&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 22:03, 9 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L11&quot; &gt;Line 11:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 11:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Type - This is a value from the _ItemTypes worksheet; ammo uses [[ITEM_TYPE_AMMO]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Type - This is a value from the _ItemTypes worksheet; ammo uses [[ITEM_TYPE_AMMO]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* DefaultResource - This is a string that matches the tag of the default ammunition item to use when no ammunition is equipped. The default arrow type is &amp;quot;gen_im_arrow&amp;quot;, the default bolt is &amp;quot;gen_im_bolt&amp;quot;, and the default staff projectile is &amp;quot;gen_im_staff_projectile&amp;quot;. These default ammo items can all be found in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;item &lt;/del&gt;_Global/HOLDING folder in the toolset.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* DefaultResource - This is a string that matches the tag of the default ammunition item to use when no ammunition is equipped. The default arrow type is &amp;quot;gen_im_arrow&amp;quot;, the default bolt is &amp;quot;gen_im_bolt&amp;quot;, and the default staff projectile is &amp;quot;gen_im_staff_projectile&amp;quot;. These default ammo items can all be found in the _Global/HOLDING &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;item &lt;/ins&gt;folder in the toolset.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Projectile - This is the ID of an entry in the [[PRJ_base.xls]], which defines the projectile model/animation to use for the ammo as well as base modifiers to damage. The value defined here can be changed for a specific item by setting the PROJECTILE_OVERRIDE variable on that item's UTI definition to a different projectile ID. This variable should be set on the weapon that uses the ammo, not the ammo item itself.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Projectile - This is the ID of an entry in the [[PRJ_base.xls]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2da&lt;/ins&gt;, which defines the projectile model/animation to use for the ammo as well as base modifiers to damage. The value defined here can be changed for a specific item by setting the PROJECTILE_OVERRIDE variable on that item's UTI definition to a different projectile ID. This variable should be set on the weapon that uses the ammo, not the ammo item itself.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When a ranged or magic weapon is equipped, the player's ammunition slot is automatically populated with an instance of the ammo's default resource. This item cannot be unequipped and is never consumed, which is how the infinite default arrow/bolt/staff projectiles work.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When a ranged or magic weapon is equipped, the player's ammunition slot is automatically populated with an instance of the ammo's default resource. This item cannot be unequipped and is never consumed, which is how the infinite default arrow/bolt/staff projectiles work.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Nezroy</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12851&amp;oldid=prev</id>
		<title>Nezroy: /* Defining and Linking Weapons and Ammunition */</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12851&amp;oldid=prev"/>
				<updated>2010-04-09T22:02:46Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Defining and Linking Weapons and Ammunition&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 22:02, 9 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L11&quot; &gt;Line 11:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 11:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Type - This is a value from the _ItemTypes worksheet; ammo uses [[ITEM_TYPE_AMMO]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Type - This is a value from the _ItemTypes worksheet; ammo uses [[ITEM_TYPE_AMMO]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* DefaultResource - This is a string that matches the tag of the default ammunition item to use when no ammunition is equipped &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(for ranged weapon types) or specified in the item UTI (for magic weapon types)&lt;/del&gt;. The default arrow type is &amp;quot;gen_im_arrow&amp;quot;, the default bolt is &amp;quot;gen_im_bolt&amp;quot;, and the default staff projectile is &amp;quot;gen_im_staff_projectile&amp;quot;. These default ammo items can all be found in the item _Global/HOLDING folder in the toolset.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* DefaultResource - This is a string that matches the tag of the default ammunition item to use when no ammunition is equipped. The default arrow type is &amp;quot;gen_im_arrow&amp;quot;, the default bolt is &amp;quot;gen_im_bolt&amp;quot;, and the default staff projectile is &amp;quot;gen_im_staff_projectile&amp;quot;. These default ammo items can all be found in the item _Global/HOLDING folder in the toolset.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Projectile - This is the ID of an entry in the [[PRJ_base.xls]], which defines the projectile model/animation to use for the ammo as well as base modifiers to damage. The value defined here can be changed for a specific item by setting the PROJECTILE_OVERRIDE variable on that item's UTI definition to a different projectile ID. This variable should be set on the weapon that uses the ammo, not the ammo item itself.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Projectile - This is the ID of an entry in the [[PRJ_base.xls]], which defines the projectile model/animation to use for the ammo as well as base modifiers to damage. The value defined here can be changed for a specific item by setting the PROJECTILE_OVERRIDE variable on that item's UTI definition to a different projectile ID. This variable should be set on the weapon that uses the ammo, not the ammo item itself.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Nezroy</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12850&amp;oldid=prev</id>
		<title>Nezroy at 22:01, 9 April 2010</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12850&amp;oldid=prev"/>
				<updated>2010-04-09T22:01:28Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 22:01, 9 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This article explains the relationship between ranged weapons and their ammunition types, how default ammo works, and how the weapon and ammunition models and variants interrelate&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. Understanding these relations is essential for making customizing the default ranged weapons or adding new ranged weapons&lt;/del&gt;. This discussion applies to all four standard ranged weapons in Dragon Age: longbows, shortbows, crossbows, and staffs; and to their associated ammo types: arrows, bolts, and staff projectiles.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This article explains the relationship between ranged weapons and their ammunition types, how default ammo works, and how the weapon and ammunition &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(quiver) &lt;/ins&gt;models and variants interrelate. This discussion applies to all four standard ranged weapons in Dragon Age: longbows, shortbows, crossbows, and staffs; and to their associated ammo types: arrows, bolts, and staff projectiles.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Defining and Linking Weapons and Ammunition ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Defining and Linking Weapons and Ammunition ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Nezroy</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12849&amp;oldid=prev</id>
		<title>Nezroy at 21:01, 9 April 2010</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12849&amp;oldid=prev"/>
				<updated>2010-04-09T21:01:29Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 21:01, 9 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;= Ranged Weapons and Ammunition =&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This article explains the relationship between ranged weapons and their ammunition types, how default ammo works, and how the weapon and ammunition models and variants interrelate. Understanding these relations is essential for making customizing the default ranged weapons or adding new ranged weapons. This discussion applies to all four standard ranged weapons in Dragon Age: longbows, shortbows, crossbows, and staffs; and to their associated ammo types: arrows, bolts, and staff projectiles.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This article explains the relationship between ranged weapons and their ammunition types, how default ammo works, and how the weapon and ammunition models and variants interrelate. Understanding these relations is essential for making customizing the default ranged weapons or adding new ranged weapons. This discussion applies to all four standard ranged weapons in Dragon Age: longbows, shortbows, crossbows, and staffs; and to their associated ammo types: arrows, bolts, and staff projectiles.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Nezroy</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12848&amp;oldid=prev</id>
		<title>Nezroy: a new article describing ranged weapons and how they work with ammunition</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Ranged_Weapons_and_Ammunition&amp;diff=12848&amp;oldid=prev"/>
				<updated>2010-04-09T21:01:16Z</updated>
		
		<summary type="html">&lt;p&gt;a new article describing ranged weapons and how they work with ammunition&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Ranged Weapons and Ammunition =&lt;br /&gt;
&lt;br /&gt;
This article explains the relationship between ranged weapons and their ammunition types, how default ammo works, and how the weapon and ammunition models and variants interrelate. Understanding these relations is essential for making customizing the default ranged weapons or adding new ranged weapons. This discussion applies to all four standard ranged weapons in Dragon Age: longbows, shortbows, crossbows, and staffs; and to their associated ammo types: arrows, bolts, and staff projectiles.&lt;br /&gt;
&lt;br /&gt;
== Defining and Linking Weapons and Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Weapon types are defined in the [[BITM_base.xls]] 2da. There are two fields of importance for ranged weapons:&lt;br /&gt;
&lt;br /&gt;
* Type - This is a value from the _ItemTypes worksheet; bows use [[ITEM_TYPE_WEAPON_RANGED]] and staffs use [[ITEM_TYPE_WEAPON_MAGIC]]. (I think this determines the base hit model; ranged weapon types can miss but can also crit, while magic weapon types cannot miss but also cannot crit).&lt;br /&gt;
* Ammo - This is a reference to the ID in [[BITM_base.xls]] of the ammunition type that the weapon uses. For instance, longbows and shortbows use the arrow ammo type, crossbows use the bolt ammo type, and staffs use the staff projectile ammo type.&lt;br /&gt;
&lt;br /&gt;
Ammo types are also defined in the [[BITM_base.xls]] 2da. There are three fields of note for ammunition:&lt;br /&gt;
&lt;br /&gt;
* Type - This is a value from the _ItemTypes worksheet; ammo uses [[ITEM_TYPE_AMMO]].&lt;br /&gt;
* DefaultResource - This is a string that matches the tag of the default ammunition item to use when no ammunition is equipped (for ranged weapon types) or specified in the item UTI (for magic weapon types). The default arrow type is &amp;quot;gen_im_arrow&amp;quot;, the default bolt is &amp;quot;gen_im_bolt&amp;quot;, and the default staff projectile is &amp;quot;gen_im_staff_projectile&amp;quot;. These default ammo items can all be found in the item _Global/HOLDING folder in the toolset.&lt;br /&gt;
* Projectile - This is the ID of an entry in the [[PRJ_base.xls]], which defines the projectile model/animation to use for the ammo as well as base modifiers to damage. The value defined here can be changed for a specific item by setting the PROJECTILE_OVERRIDE variable on that item's UTI definition to a different projectile ID. This variable should be set on the weapon that uses the ammo, not the ammo item itself.&lt;br /&gt;
&lt;br /&gt;
When a ranged or magic weapon is equipped, the player's ammunition slot is automatically populated with an instance of the ammo's default resource. This item cannot be unequipped and is never consumed, which is how the infinite default arrow/bolt/staff projectiles work.&lt;br /&gt;
&lt;br /&gt;
== Item and Ammunition Variations and Models ==&lt;br /&gt;
&lt;br /&gt;
The model that is displayed for ammunition is independent of the model displayed for the weapon itself. In the case of arrows and bolts, the quiver models are shown whenever arrows or bolts are equipped, even if no weapon is equipped. This can be verified by equipping special ammo types like Ice Arrows with no weapon equipped.&lt;br /&gt;
&lt;br /&gt;
However, when equipping an ammo using weapon, like a bow, the infinite default resource ammunition item is automatically created/equipped as well, so the quiver displays even when no specific arrows are equipped. The game is behaving as though a gen_im_arrow item is equipped, and displaying its model.&lt;br /&gt;
&lt;br /&gt;
You can create new arrow and bolt variations using the [[ItemVariations.xls]] 2da, which are actually variants of the quiver model shown on the back. (TODO - I'm not sure how the location/attachment point of the quiver model is defined for arrows/bolts, and why it's not defined for staff projectiles, other than that arrows/bolts have item variation worksheets and staff projectiles don't). If you were then to create new arrow items in the toolset that use your custom quiver variant, your custom quiver would be shown when that ammo is equipped. (To actually change the arrow/bolt models shown in-flight, you would instead need to create a new projectile type in [[PRJ_base.xls]], then assign that projectile to your ammo or override the projectile for a specific weapon).&lt;br /&gt;
&lt;br /&gt;
The longbow, shortbow, and crossbow item variation 2da's have an extra column called DefaultAmmoVariation that links to an ID in the arrow/bolt variant 2das. The default infinite ammo resource that is created when you equip that weapon will use the variant ID specified here. For example, if you had create a custom arrow variant (quiver), you could then create a custom bow variant that specifies your custom arrow variant ID in this field, and that is the quiver model that will be shown when the bow is equipped with the default infinite ammo.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the limitation is that non-default ammo items like Ice Arrows, Fire Arrows, etc., are actually separate ammo items and do not reflect the DefaultAmmoVariation specified in the weapon variant. These items instead have their variant defined based on their UTI definition, just like any other item. This means that when one of these ammo types is equipped, the custom quiver variant being displayed for the default ammo will disappear and the ammo item will display the generic quiver since that is the variant it uses.&lt;br /&gt;
&lt;br /&gt;
There is no perfectly clean solution for handling this. You can override the item variant for all of the non-default ammo items, but that will cause your custom quiver variant to display when that ammo is equipped on any PC/NPC, regardless of the bow they are using.&lt;br /&gt;
&lt;br /&gt;
Another option is to create duplicate versions of all the ammo items and change those duplicates to use your custom ammo variant. If you used these items instead of the normal ammo items, you would then see the custom quiver. Of course this has its own problems; you have to continually produce a supply of these duplicate items for yourself (since ammo is consumed), and will not be able to use &amp;quot;found&amp;quot; ammo items since they will still be off the original item type with the default variant. This option can be expanded by providing some mechanism for converting the standard types to your custom duplicate types; e.g. you could hook the [[EVENT_TYPE_EQUIP]] event and have a script that converts ammo from the vanilla version to your duplicate custom variant version when your custom weapon is also equipped.&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectiles]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Nezroy</name></author>	</entry>

	</feed>