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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 ====== | ||
+ | |||