# WeaponFlags
# Parent Node
# Child Node
- None
# Attributes
MeleeWeapon | RangedWeapon | HasString | StringHeldByHand | NotUsableWithOneHand | TwoHandIdleOnMount | AutoReload | UnloadWhenSheathed | PenaltyWithShield | WideGrip | CantReloadOnHorseback | Consumable | UseHandAsThrowBase | AmmoSticksWhenShot | MultiplePenetration | Burning | LeavesTrail | CanPenetrateShield | MissileWithPhysics | AmmoCanBreakOnBounceBack | AffectsArea | AmmoBreaksOnBounceBack | AttachAmmoToVisual | CanBlockRanged | HasHitPoints
# MeleeWeapon
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon is a melee weapon# RangedWeapon
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon is a ranged weapon# HasString
type:
boolean
accepted values:'true', 'false'
example:true
If the ranged weapon has a string. Should be set to true for both Bows and Crossbows# StringHeldByHand
type:
boolean
accepted values:'true', 'false'
example:true
If the string is held by hand. Should be set to true with Bows# NotUsableWithOneHand
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon cannot be used in 1 hand# TwoHandIdleOnMount
type:
boolean
accepted values:'true', 'false'
example:true
This is set to true with most bows and crossbows. And it's seems like it's unused except TRACE# AutoReload
type:
boolean
accepted values:'true', 'false'
example:true
If set to false an action is required to reload the weapon. (crossbows)# UnloadWhenSheathed
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon should remove any loaded projectile when sheathed# PenaltyWithShield
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon has a damage penalty when using with shield# WideGrip
type:
boolean
accepted values:'true', 'false'
example:true
It used to calculate if the non-craft weapon is polearm# CantReloadOnHorseback
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon can be reloaded on horseback# Consumable
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon can be consumed. Set to true for arrows and throwables.# UseHandAsThrowBase
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon is thrown from the hand# AmmoSticksWhenShot
type:
boolean
accepted values:'true', 'false'
example:true
Used in MnB.Mission.CalculateAttachedLocalFrame# MultiplePenetration
type:
boolean
accepted values:'true', 'false'
example:true
If the projectile can pierce through multiple entities# Burning
type:
boolean
accepted values:'true', 'false'
example:true
If the projectile is on fire. Used when drop item and when siege towe destroyed# LeavesTrail
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon leaves a trail. It seems like it's unused# CanPenetrateShield
type:
boolean
accepted values:'true', 'false'
example:true
If the projectile can penetrate a shield# MissileWithPhysics
type:
boolean
accepted values:'true', 'false'
example:true
If physics are attached to a projectile. It seems like it's unused# AmmoCanBreakOnBounceBack
type:
boolean
accepted values:'true', 'false'
example:true
Used in MnB.Mession.MissileHitCallback# AffectsArea
type:
boolean
accepted values:'true', 'false'
example:true
Used when drop item and siege tower is destroyed# AmmoBreaksOnBounceBack
type:
boolean
accepted values:'true', 'false'
example:true
Used in MnB.Mession.MissileHitCallback# AttachAmmoToVisual
type:
boolean
accepted values:'true', 'false'
example:true
TODO: figure out what this exactly does# CanBlockRanged
type:
boolean
accepted values:'true', 'false'
example:true
If an item can block projectiles (shields)# HasHitPoints
type:
boolean
accepted values:'true', 'false'
example:true
If an item has hitpoints (shields)