# 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