# 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
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon is a melee weapon# RangedWeapon
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon is a ranged weapon# HasString
类型:
boolean
接受值:'true', 'false'
例子:true
If the ranged weapon has a string. Should be set to true for both Bows and Crossbows# StringHeldByHand
类型:
boolean
接受值:'true', 'false'
例子:true
If the string is held by hand. Should be set to true with Bows# NotUsableWithOneHand
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon cannot be used in 1 hand# TwoHandIdleOnMount
类型:
boolean
接受值:'true', 'false'
例子:true
This is set to true with most bows and crossbows. TODO: figure out what this exactly does.# AutoReload
类型:
boolean
接受值:'true', 'false'
例子:true
If set to false an action is required to reload the weapon. (crossbows)# UnloadWhenSheathed
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon should remove any loaded projectile when sheathed# PenaltyWithShield
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon has a damage penalty when using with shield# WideGrip
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out what this does# CantReloadOnHorseback
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon can be reloaded on horseback# Consumable
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon can be consumed. Set to true for arrows and throwables.# UseHandAsThrowBase
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon is thrown from the hand# AmmoSticksWhenShot
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out what this exactly does# MultiplePenetration
类型:
boolean
接受值:'true', 'false'
例子:true
If the projectile can pierce through multiple entities# Burning
类型:
boolean
接受值:'true', 'false'
例子:true
If the projectile is on fire. TODO: figure out if this also inflicts fire damage, or sets fire to stuff# LeavesTrail
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon leaves a trail. TODO: figure out what this exactly does# CanPenetrateShield
类型:
boolean
接受值:'true', 'false'
例子:true
If the projectile can penetrate a shield# MissileWithPhysics
类型:
boolean
接受值:'true', 'false'
例子:true
If physics are attached to a projectile. TODO: figure out if this is used to damage props as well.# AmmoCanBreakOnBounceBack
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out what this exactly does# AffectsArea
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out if this is AOE damage?# AmmoBreaksOnBounceBack
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out what this exactly does# AttachAmmoToVisual
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out what this exactly does# CanBlockRanged
类型:
boolean
接受值:'true', 'false'
例子:true
If an item can block projectiles (shields)# HasHitPoints
类型:
boolean
接受值:'true', 'false'
例子:true
If an item has hitpoints (shields)