id WEAO base tangible_object_template templatename .* serverpath ..\..\..\..\..\..\src\engine\server\library\serverGame\src\shared\objectTemplate compilerpath ..\..\..\..\..\..\src\engine\shared\library\sharedTemplate\src\shared\template version 0 enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum AttackType { AT_melee AT_ranged AT_thrown } enum DamageType { DT_kinetic DT_energy DT_blast DT_stun DT_restraint DT_elemental DT_ammo the ammo for the weapon determines the damage DT_special will only use special damage and ignore the min and max damage } enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_electrical } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value } enum Range { RA_pointBlankRange RA_closeRange RA_normalRange RA_longRange RA_extremeRange RA_outOfRange this is for any distance greater than the extremeRange distance } struct AmmoData { id AMMS templateweapon_object_template ammo info on the ammo int maxRounds max round of ammo that can be put in the weapon float reloadTime time it takes to put a new cartraige of ammo into the weapon } struct RangeInfo { id RANS float range distance for range index int attackMod to hit mod for attacks in this range } struct WeaponInfo { id WINS enumArmorRating armorRating Max armor type this weapon is effective against enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. list structAmmoData ammo What ammo can be loaded into this weapon list structAttribMod specialDamage Damage done in addition to the normal damage of the weapon list structAttribMod attackerMod Stat adjustment to attacker list structAttribMod attackerModHit Stat adjustment to attacker on a hit (mainly for melee weapons) float attackSpeed The weapon's intrisic firing rate. float followThroughTime Time before another action can be done after the weapon is used (mainly for melee weapons) list enumListRange structRangeInfo rangeInfo Range info for the weapon float extremeRangeLimit The maximum effective distance for this weapon float damageRadius Blast radius for area effect weapons int 0..100 damageFalloff % reduction in damage at the edge of the blast radius float 0..100 woundChance base % chance for a wound to occur on a successful attack string skillUseable skill command needed for use without penalty string skillAttackMod skill stat mod used for the attack roll string skillDamageMod skill stat mod used for damage, as a +-% of the normal damage string skillTimeMod skill stat mod used for attack speed, as a +-% of the normal tine } float baseReloadRate time in secs to reload the weapon list structWeaponInfo attackModes list of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc version 1 enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum AttackType { AT_melee AT_ranged AT_thrown AT_ammo } enum DamageType { DT_kinetic DT_energy DT_blast DT_stun DT_restraint DT_elemental DT_ammo the ammo for the weapon determines the damage DT_special will only use special damage and ignore the min and max damage } enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_electrical } enum AmmoType { AT_battery AT_weapon } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value } enum Range { RA_pointBlankRange RA_closeRange RA_normalRange RA_longRange RA_extremeRange RA_outOfRange this is for any distance greater than the extremeRange distance } struct AmmoData { id AMMS enumAmmoType type what type of ammo this is templatecounting_object_template ammo battery or weapon ammo template float reloadTime time it takes to auto-reload an ammo cartridge int roundsUsed rounds of ammo used when weapon is fired } struct RangeInfo { id RANS float range distance for range index int attackMod to hit mod for attacks in this range } struct WeaponInfo { id WINS enumArmorRating armorRating Max armor type this weapon is effective against enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. list structAmmoData ammo What ammo can be loaded into this weapon string ammoSlot name of the slot where the ammo object will be held list structAttribMod specialDamage Damage done in addition to the normal damage of the weapon list structAttribMod attackerMod Stat adjustment to attacker list structAttribMod attackerModHit Stat adjustment to attacker on a hit (mainly for melee weapons) float attackSpeed The weapon's intrisic firing rate. float followThroughTime Time before another action can be done after the weapon is used (mainly for melee weapons) list enumListRange structRangeInfo rangeInfo Range info for the weapon float damageRadius Blast radius for area effect weapons int 0..100 damageFalloff % reduction in damage at the edge of the blast radius float 0..100 woundChance base % chance for a wound to occur on a successful attack string skillUseable skill command needed for use without penalty string skillAttackMod skill stat mod used for the attack roll string skillDamageMod skill stat mod used for damage, as a +-% of the normal damage string skillTimeMod skill stat mod used for attack speed, as a +-% of the normal tine } float baseReloadRate time in secs to reload the weapon list structWeaponInfo attackModes list of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc version 2 enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum AttackType { AT_melee AT_ranged AT_thrown AT_ammo } enum DamageType { DT_kinetic DT_energy DT_blast DT_stun DT_restraint DT_elemental DT_ammo the ammo for the weapon determines the damage DT_special will only use special damage and ignore the min and max damage } enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_electrical } enum AmmoType { AT_battery AT_weapon } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value } enum Range { RA_pointBlankRange RA_closeRange RA_normalRange RA_longRange RA_extremeRange RA_outOfRange this is for any distance greater than the extremeRange distance } struct AmmoData { id AMMS enumAmmoType type what type of ammo this is templatecounting_object_template ammo battery or weapon ammo template float reloadTime time it takes to auto-reload an ammo cartridge int roundsUsed rounds of ammo used when weapon is fired } struct RangeInfo { id RANS float range distance for range index int attackMod to hit mod for attacks in this range } struct WeaponInfo { id WINS enumArmorRating armorRating Max armor type this weapon is effective against enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. list structAmmoData ammo What ammo can be loaded into this weapon string ammoSlot name of the slot where the ammo object will be held list structAttribMod specialDamage Damage done in addition to the normal damage of the weapon list structAttribMod attackerMod Stat adjustment to attacker list structAttribMod attackerModHit Stat adjustment to attacker on a hit (mainly for melee weapons) float attackSpeed The weapon's intrisic firing rate. float followThroughTime Time before another action can be done after the weapon is used (mainly for melee weapons) float audibleRange Distance message gets sent to NPCs when fired. list enumListRange structRangeInfo rangeInfo Range info for the weapon float damageRadius Blast radius for area effect weapons int 0..100 damageFalloff % reduction in damage at the edge of the blast radius float 0..100 woundChance base % chance for a wound to occur on a successful attack string skillUseable skill command needed for use without penalty string skillAttackMod skill stat mod used for the attack roll string skillDamageMod skill stat mod used for damage, as a +-% of the normal damage string skillTimeMod skill stat mod used for attack speed, as a +-% of the normal tine } float baseReloadRate time in secs to reload the weapon list structWeaponInfo attackModes list of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc version 3 enum WeaponType { WT_rifle WT_lightRifle WT_pistol WT_heavyWeapon WT_1handMelee WT_2handMelee WT_unarmed WT_polearm WT_thrown } enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum AttackType { AT_melee AT_ranged AT_thrown AT_ammo } enum DamageType { DT_kinetic DT_energy DT_blast DT_stun DT_restraint DT_elemental DT_ammo the ammo for the weapon determines the damage } enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_electrical } enum AmmoType { AT_battery AT_weapon } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value } enum Range { RA_pointBlankRange RA_closeRange RA_normalRange RA_longRange RA_extremeRange RA_outOfRange this is for any distance greater than the extremeRange distance } struct AmmoData { id AMMS enumAmmoType type what type of ammo this is templatecounting_object_template ammo battery or weapon ammo template float reloadTime time it takes to auto-reload an ammo cartridge int roundsUsed rounds of ammo used when weapon is fired } struct RangeInfo { id RANS float range distance for range index int attackMod to hit mod for attacks in this range } struct WeaponInfo { id WINS string modeName Name of this attack mode enumWeaponType weaponType General type of weapon enumArmorRating armorRating Max armor type this weapon is effective against enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. list structAmmoData ammo What ammo can be loaded into this weapon string ammoSlot Name of the slot where the ammo object will be held float attackSpeed The weapon's intrisic firing rate. float audibleRange Distance message gets sent to NPCs when fired. list enumListRange structRangeInfo rangeInfo Range info for the weapon float damageRadius Blast radius for area effect weapons int 0..100 damageFalloff % reduction in damage at the edge of the blast radius float 0..100 woundChance Base % chance for a wound to occur on a successful attack int attackHealthCost Amount of health drained by using the weapon int attackActionCost Amount of action drained by using the weapon int attackMindCost Amount of mind drained by using the weapon } list structWeaponInfo attackModes list of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc version 4 enum WeaponType { WT_rifle WT_lightRifle WT_pistol WT_heavyWeapon WT_1handMelee WT_2handMelee WT_unarmed WT_polearm WT_thrown } enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum AttackType { AT_melee AT_ranged AT_thrown AT_ammo } enum DamageType { DT_kinetic DT_energy DT_blast DT_stun DT_restraint DT_elemental DT_ammo the ammo for the weapon determines the damage } enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_electrical } enum AmmoType { AT_battery AT_weapon } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value AMDS_antidote = -3 used to clear all attrib mods for a given attribute } enum Range { RA_pointBlankRange RA_closeRange RA_normalRange RA_longRange RA_extremeRange RA_outOfRange this is for any distance greater than the extremeRange distance } struct AmmoData { id AMMS enumAmmoType type what type of ammo this is templatecounting_object_template ammo battery or weapon ammo template float reloadTime time it takes to auto-reload an ammo cartridge int roundsUsed rounds of ammo used when weapon is fired } struct RangeInfo { id RANS float range distance for range index int attackMod to hit mod for attacks in this range } struct WeaponInfo { id WINS string modeName Name of this attack mode enumWeaponType weaponType General type of weapon enumArmorRating armorRating Max armor type this weapon is effective against enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. list structAmmoData ammo What ammo can be loaded into this weapon string ammoSlot Name of the slot where the ammo object will be held float attackSpeed The weapon's intrisic firing rate. float audibleRange Distance message gets sent to NPCs when fired. list enumListRange structRangeInfo rangeInfo Range info for the weapon float damageRadius Blast radius for area effect weapons int 0..100 damageFalloff % reduction in damage at the edge of the blast radius float 0..100 woundChance Base % chance for a wound to occur on a successful attack int attackHealthCost Amount of health drained by using the weapon int attackActionCost Amount of action drained by using the weapon int attackMindCost Amount of mind drained by using the weapon } list structWeaponInfo attackModes list of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc version 5 enum WeaponType { WT_rifle WT_lightRifle WT_pistol WT_heavyWeapon WT_1handMelee WT_2handMelee WT_unarmed WT_polearm WT_thrown } enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum AttackType { AT_melee AT_ranged AT_thrown AT_ammo } enum DamageType { DT_kinetic DT_energy DT_blast DT_stun DT_restraint DT_elemental DT_ammo the ammo for the weapon determines the damage } enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_electrical } enum AmmoType { AT_battery AT_weapon } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value AMDS_antidote = -3 used to clear all attrib mods for a given attribute } struct AmmoData { id AMMS enumAmmoType type what type of ammo this is templatecounting_object_template ammo battery or weapon ammo template float reloadTime time it takes to auto-reload an ammo cartridge int roundsUsed rounds of ammo used when weapon is fired } struct WeaponInfo { id WINS string modeName Name of this attack mode enumWeaponType weaponType General type of weapon enumArmorRating armorRating Max armor type this weapon is effective against enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. float attackSpeed The weapon's intrisic firing rate. float audibleRange Distance message gets sent to NPCs when fired. int zeroRangeMod attack mod for an attack at 0 distance int midRangeMod attack mod for an attack at the mid range float 0.. midRange range where the mid range mod is set int maxRangeMod attack mod for an attack at max range float 0.. maxRange range past which the weapon cannot hit (always read from the template) float 0..100 woundChance Base % chance for a wound to occur on a successful attack int attackHealthCost Amount of health drained by using the weapon int attackActionCost Amount of action drained by using the weapon int attackMindCost Amount of mind drained by using the weapon list structAmmoData ammo What ammo can be loaded into this weapon string ammoSlot Name of the slot where the ammo object will be held } list structWeaponInfo attackModes List of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc version 6 enum WeaponType { WT_rifle WT_lightRifle WT_pistol WT_heavyWeapon WT_1handMelee WT_2handMelee WT_unarmed WT_polearm WT_thrown } enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum AttackType { AT_melee AT_ranged AT_thrown AT_ammo } enum DamageType { DT_kinetic DT_energy DT_blast DT_stun DT_restraint DT_elemental DT_ammo the ammo for the weapon determines the damage } enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_electrical } enum AmmoType { AT_battery AT_weapon } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value AMDS_antidote = -3 used to clear all attrib mods for a given attribute } struct AmmoData { id AMMS enumAmmoType type what type of ammo this is templatecounting_object_template ammo battery or weapon ammo template float reloadTime time it takes to auto-reload an ammo cartridge int roundsUsed rounds of ammo used when weapon is fired } struct WeaponInfo { id WINS string modeName Name of this attack mode enumWeaponType weaponType General type of weapon enumArmorRating armorRating Max armor type this weapon is effective against enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. float attackSpeed The weapon's intrisic firing rate. float audibleRange Distance message gets sent to NPCs when fired. int zeroRangeMod attack mod for an attack at 0 distance int midRangeMod attack mod for an attack at the mid range float 0.. midRange range where the mid range mod is set int maxRangeMod attack mod for an attack at max range float 0.. maxRange range past which the weapon cannot hit (always read from the template) float 0.. damageRadius Blast radius for area effect weapons float 0..100 woundChance Base % chance for a wound to occur on a successful attack int attackHealthCost Amount of health drained by using the weapon int attackActionCost Amount of action drained by using the weapon int attackMindCost Amount of mind drained by using the weapon list structAmmoData ammo What ammo can be loaded into this weapon string ammoSlot Name of the slot where the ammo object will be held } list structWeaponInfo attackModes List of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc version 7 enum WeaponType { WT_rifle WT_lightRifle WT_pistol WT_heavyWeapon WT_1handMelee WT_2handMelee WT_unarmed WT_polearm WT_thrown } enum AttackType { AT_melee AT_ranged AT_thrown AT_ammo } enum AmmoType { AT_battery AT_weapon } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value AMDS_antidote = -3 used to clear all attrib mods for a given attribute } // note this is hacked in from an old template definition due to problems with the template definition compiler enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_eletrical } struct AmmoData { id AMMS enumAmmoType type what type of ammo this is templatecounting_object_template ammo battery or weapon ammo template float reloadTime time it takes to auto-reload an ammo cartridge int roundsUsed rounds of ammo used when weapon is fired } struct WeaponInfo { id WINS string modeName Name of this attack mode enumWeaponType weaponType General type of weapon enumArmorRating armorRating Max armor type this weapon is effective against enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. float attackSpeed The weapon's intrisic firing rate. float audibleRange Distance message gets sent to NPCs when fired. int zeroRangeMod attack mod for an attack at 0 distance int midRangeMod attack mod for an attack at the mid range float 0.. midRange range where the mid range mod is set int maxRangeMod attack mod for an attack at max range float 0.. maxRange range past which the weapon cannot hit (always read from the template) float 0.. damageRadius Blast radius for area effect weapons float 0..100 woundChance Base % chance for a wound to occur on a successful attack int attackHealthCost Amount of health drained by using the weapon int attackActionCost Amount of action drained by using the weapon int attackMindCost Amount of mind drained by using the weapon list structAmmoData ammo What ammo can be loaded into this weapon string ammoSlot Name of the slot where the ammo object will be held } list structWeaponInfo attackModes List of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc version 8 enum WeaponType { WT_rifle WT_lightRifle WT_pistol WT_heavyWeapon WT_1handMelee WT_2handMelee WT_unarmed WT_polearm WT_thrown WT_1handLightsaber WT_2handLightsaber WT_polearmLightsaber } enum AttackType { AT_melee AT_ranged AT_thrown AT_ammo } enum AmmoType { AT_battery AT_weapon } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value AMDS_antidote = -3 used to clear all attrib mods for a given attribute } struct AmmoData { id AMMS enumAmmoType type what type of ammo this is templatetangible_object_template ammo battery or weapon ammo template float reloadTime time it takes to auto-reload an ammo cartridge int roundsUsed rounds of ammo used when weapon is fired } // note this is hacked in from an old template definition due to problems with the template definition compiler enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_eletrical } struct WeaponInfo { id WINS string modeName Name of this attack mode enumWeaponType weaponType General type of weapon enumArmorRating armorRating Max armor type this weapon is effective against enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. float attackSpeed The weapon's intrisic firing rate. float audibleRange Distance message gets sent to NPCs when fired. int zeroRangeMod attack mod for an attack at 0 distance int midRangeMod attack mod for an attack at the mid range float 0.. midRange range where the mid range mod is set int maxRangeMod attack mod for an attack at max range float 0.. maxRange range past which the weapon cannot hit (always read from the template) float 0.. damageRadius Blast radius for area effect weapons float 0..100 woundChance Base % chance for a wound to occur on a successful attack int attackHealthCost Amount of health drained by using the weapon int attackActionCost Amount of action drained by using the weapon int attackMindCost Amount of mind drained by using the weapon list structAmmoData ammo What ammo can be loaded into this weapon string ammoSlot Name of the slot where the ammo object will be held } list structWeaponInfo attackModes List of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc version 9 enum WeaponType { WT_rifle WT_lightRifle WT_pistol WT_heavyWeapon WT_1handMelee WT_2handMelee WT_unarmed WT_polearm WT_thrown WT_1handLightsaber WT_2handLightsaber WT_polearmLightsaber } enum AttackType { AT_melee AT_ranged AT_thrown } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value AMDS_antidote = -3 used to clear all attrib mods for a given attribute } struct WeaponInfo { id WINS string modeName Name of this attack mode enumWeaponType weaponType General type of weapon enumArmorRating armorRating Max armor type this weapon is effective against enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. float attackSpeed The weapon's intrisic firing rate. float audibleRange Distance message gets sent to NPCs when fired. int zeroRangeMod attack mod for an attack at 0 distance int midRangeMod attack mod for an attack at the mid range float 0.. midRange range where the mid range mod is set int maxRangeMod attack mod for an attack at max range float 0.. maxRange range past which the weapon cannot hit (always read from the template) float 0.. damageRadius Blast radius for area effect weapons float 0..100 woundChance Base % chance for a wound to occur on a successful attack int attackHealthCost Amount of health drained by using the weapon int attackActionCost Amount of action drained by using the weapon int attackMindCost Amount of mind drained by using the weapon } list structWeaponInfo attackModes List of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc version 10 enum WeaponType { WT_rifle WT_lightRifle WT_pistol WT_heavyWeapon WT_1handMelee WT_2handMelee WT_unarmed WT_polearm WT_thrown WT_1handLightsaber WT_2handLightsaber WT_polearmLightsaber } enum AttackType { AT_melee AT_ranged AT_thrown } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value AMDS_antidote = -3 used to clear all attrib mods for a given attribute } enum AttackModes { AM_none = 0x0000 melee weapons AM_pulse = 0x0001 best against reconnaissance armor AM_coherent = 0x0002 generic attack AM_focused = 0x0004 best against assault armor } enumWeaponType weaponType General type of weapon enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. int attackModes Attack mode(s) this weapon can use. OR together values from enum AttackModes int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. float attackSpeed The weapon's intrisic firing rate. float audibleRange Distance message gets sent to NPCs when fired. float 0.. minRange range where the min range mod is set float 0.. midRange range where the mid range mod is set float 0.. maxRange range where the max range mod is set int minRangeMod attack mod for an attack at the min range int midRangeMod attack mod for an attack at the mid range int maxRangeMod attack mod for an attack at the max range float 0.. damageRadius Blast radius for area effect weapons float 0..100 woundChance Base % chance for a wound to occur on a successful attack int attackHealthCost Amount of health drained by using the weapon int attackActionCost Amount of action drained by using the weapon int attackMindCost Amount of mind drained by using the weapon version 11 enum WeaponType { WT_rifle WT_lightRifle WT_pistol WT_heavyWeapon WT_1handMelee WT_2handMelee WT_unarmed WT_polearm WT_thrown WT_1handLightsaber WT_2handLightsaber WT_polearmLightsaber WT_groundTargetting WT_directionTargetting } enum AttackType { AT_melee AT_ranged AT_thrown } enum AttribModDecaySpecial { AMDS_pool = -1 use the attribute pool recovery rate (normal recovery) AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value AMDS_antidote = -3 used to clear all attrib mods for a given attribute } enumWeaponType weaponType General type of weapon enumAttackType attackType Type of attack this weapon is used with. enumDamageType damageType The kind of damage this weapon deals. enumDamageType elementalType The kind of special elemental damage this weapon deals. int elementalValue The amount of special elemental damage this weapon deals. int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed. float attackSpeed The weapon's intrisic firing rate. float audibleRange Distance message gets sent to NPCs when fired. float 0.. minRange range where the min range mod is set float 0.. maxRange range where the max range mod is set float 0.. damageRadius Blast radius for area effect weapons float 0..100 woundChance Base % chance for a wound to occur on a successful attack int attackCost Amount of H/A/M drained by using the weapon int accuracy Accuracy bonus/penalty for this weapon