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
}