# Weapon
# Parent Node
# Child Node
# Attributes
weapon_class | weapon_balance | thrust_speed | speed_rating | missile_speed | weapon_length | swing_damage | swing_damage_type | item_usage | physics_material | ammo_class | ammo_limit | accuracy | thrust_damage | thrust_damage_type | center_of_mass | stack_amount | rotation | passby_sound_code | rotation_speed | flying_sound_code | sticking_rotation | sticking_position | trail_particle_name | position | body_armor | hit_points
# weapon_class
type:
string
accepted values:'OneHandedAxe', 'Bow', 'OneHandedSword', 'TwoHandedPolearm', 'Crossbow', 'Stone', 'Arrow', 'Boulder', 'Bolt', 'LargeShield', 'Banner'
example:OneHandedAxe
Type of weapon# weapon_balance
type:
int
example:100
Balance of the weapon# thrust_speed
type:
int
example:12
Thrust speed of the weapon# speed_rating
type:
int
example:60
Speed rating of the weapon# missile_speed
type:
int
example:60
Speed of the projectile being fired from the weapon# weapon_length
type:
int
example:60
Length of the weapon# swing_damage
type:
int
example:60
Swing damage of the weapon# swing_damage_type
type:
string
accepted values:'Pierce', 'Blunt', 'Cut'
example:Pierce
Swing damage type of the weapon# item_usage
type:
string
accepted values:'torch', 'bow', 'long_bow', 'onehanded_block_shield_swing', 'polearm_block_thrust', 'crossbow_fast', 'crossbow', 'stone', '', 'heavy_stone', 'arrow_top', 'arrow_right', 'hand_shield', 'shield', 'banner'
example:heavy_stone
How the item is used# physics_material
type:
string
accepted values:'metal_weapon', 'wood_weapon', 'missile', 'ballista_missile', 'burning_ballista', 'boulder_stone', 'burning_jar', 'wood_shield', 'metal_shield'
example:metal_shield
What the weapon consists of# ammo_class
type:
string
accepted values:'Arrow', 'Bolt', 'Stone', 'Boulder'
example:Arrow
Ammo type# ammo_limit
type:
int
example:1
Amount of ammo stored in the weapon. If set to 2 game will be closed When enter the battle# accuracy
type:
int
example:21
Accuracy of a ranged weapon# thrust_damage
type:
int
example:21
Thrust damage of a weapon# thrust_damage_type
type:
string
accepted values:'Pierce', 'Blunt', 'Cut'
example:Pierce
Thrust damage type of the weapon# center_of_mass
type:
vector3d
example:0.15,0,0
Center of mass of the weapon. Used for calculating damage# stack_amount
type:
int
example:23
Amount of projectiles the weapon (arrows, bolts, stones) has# rotation
type:
vector3d
example:100,30,20
TODO: figure out what this does# passby_sound_code
type:
string
example:event:/mission/combat/missile/passby
What sound a projectile should make if passing by an agent# rotation_speed
type:
double
example:0.5
TODO: figure out what this does# flying_sound_code
type:
string
example:event:/mission/combat/missile/foley/passby
What sound a projectile should make when flying in midair# sticking_rotation
type:
vector3d
example:90,0,0
TODO: figure out what this does# sticking_position
type:
vector3d
example:90,0,0
TODO: figure out what this does# trail_particle_name
type:
string
example:psys_game_missile_flame
Particles that are emitted on a flying projectile# position
type:
vector3d
example:-0.04, -0.05, 0.01
TODO: figure out what this does# body_armor
type:
int
example:82
The amount of body armour a weapon gives. TODO: figure out if this is possible with head, leg, and hand armour as well.# hit_points
type:
int
example:820
Hit points of a shield