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atc:data:weapons

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atc:data:weapons [2019/02/28 09:33] (current)
serialkicked created
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 +====== Information ======
 +
 +Weapon files are normally located in **data/​items/​weapons**
 +
 +====== Weapon File Format ======
 +
 +  // 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
 +}
 +
 +====== Related Information ======
 +
  
atc/data/weapons.txt · Last modified: 2019/02/28 09:33 by serialkicked