Weapon files are normally located in data/items/weapons
// If using ammunition, enter the filename for the associated ammo. Can be empty for no ammo. "AmmoName": "rifle" // [unused] position when displayed over an agent ingame "AnchorPoint": "18, 22" // [don't change] which equipment slot to use "AllowedSlots": [ "Weapon" ], // Show this weapon in the 'new game' menu's inventory tab "AvailableOnStartMenu": false/true // If set to false, this item will get destroyed on the owner's death instead of being dropped on the ground "CanDrop": false/true, // [unused] does't work on weapons "VisibleEquipment": false/true, // Does the bullets (if any) leave a trail. Good for missiles. "BulletTrail": false/true, // 0.0 to 1.0, chance for the weapon the break into something else when the user dies "BreakChanceOnDrop": 0.2, // Item in which the weapon break to "BreakTo": "parts_gun", // Item category (inherited, don't change) "Category": "Weapon", // Animation file being played on weapon hit (data/anims) "HitAnim": "explod", // animation size in pixels "HitAnimHeight": 16, "HitAnimWidth": 16, // Sound FX being played on succesful hit (Content/sfx) "HitSFX": "", // Apply this trait to the person wearing this item "GiveTraitOnEquip": [ "equip_heavyduty" ], // Apply one of those traits on target when hit "GiveTraitOnHit": [ "wound_bloodloss", "wound_laceration" ], // Chance for the trait to apply "TraitHitPercent": 0.2, // path to the texture (in menus) "InventoryTextureName": "objects/weapons/mcal", // item name "Name": "30 cal. machine-gun", // item description "Desc": "Kill things quickly, like very quickly", // SFX being played when reloading the weapon (if applicable) "ReloadSFX": "reload_basic", // SFX being played when shooting/attacking with the weapon "ShotSFX": "gunshot_assault", // don't change! "Stackable": true, // Weapon stats "Stats": { // Change this number if you want to shoot multiple bullets at a time (good for shotguns) "AdditionalBulletsPerShot": 0, // Spread for the addition bullets in pixels "AdditionalBulletsSpread": 0, // Area of effect : % of damage lost per tile "AoEDamageLossFromDistance": 0, // Area of effect: 0 for no, otherwise set the maximum distance "AOERange": 0, // base damage per hit "BaseDamage": 50, // bullets' speed (avoid any number above 1000) "BulletSpeed": 700, // sprite path for the bullet if any "BulletSpriteFile": "bullets/standard", // weapon type. Melee weapons don't use bullets. Ranged do. "Category": "Melee" / "Ranged" / "Thrown" // % of chance for critical damage "CriticalChance": 30, // Damage type, look at the rest of the document "DamageType": "Piercing", // base damage variance "DamageVariance": 5, // Magazine size for ammo based weapons "MagazineSize": 60, // Maximum range in tiles "MaxRange": 10, // Accuracy at maximum range "MaxRangeAccuracy": 85.0, // Minimum range in tiles "MinRange": 0, // Accuracy at minimum range "MinRangeAccuracy": 70.0, // Rate of fire in milliseconds, the lower the faster "RateOfFire": 200, // Reload time in milliseconds "ReloadTime": 1500, // Tell the AI approximately how much ammo it should carry with it for that weapon "IdealAmmoCountToCarry": 180, // penetration power "Power": "VeryHigh" }, // set if tradable or not "Tradable": 1, // item's value "Value": 4200, // weigth "Weight": 15.0
}