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1092 lines
42 KiB
Plaintext
Executable File
1092 lines
42 KiB
Plaintext
Executable File
id WEAO
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base tangible_object_template
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templatename .*
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serverpath ..\..\..\..\..\..\src\engine\server\library\serverGame\src\shared\objectTemplate
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compilerpath ..\..\..\..\..\..\src\engine\shared\library\sharedTemplate\src\shared\template
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version 0
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enum ArmorRating
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{
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AR_armorNone
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AR_armorLight
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AR_armorMedium
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AR_armorHeavy
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}
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enum AttackType
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{
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AT_melee
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AT_ranged
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AT_thrown
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}
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enum DamageType
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{
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DT_kinetic
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DT_energy
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DT_blast
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DT_stun
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DT_restraint
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DT_elemental
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DT_ammo the ammo for the weapon determines the damage
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DT_special will only use special damage and ignore the min and max damage
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}
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enum ElementalDamageType
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{
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EDT_heat
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EDT_cold
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EDT_acid
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EDT_electrical
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}
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enum AttribModDecaySpecial
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{
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AMDS_pool = -1 use the attribute pool recovery rate (normal recovery)
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AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value
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}
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enum Range
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{
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RA_pointBlankRange
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RA_closeRange
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RA_normalRange
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RA_longRange
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RA_extremeRange
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RA_outOfRange this is for any distance greater than the extremeRange distance
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}
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struct AmmoData
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{
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id AMMS
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templateweapon_object_template ammo info on the ammo
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int maxRounds max round of ammo that can be put in the weapon
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float reloadTime time it takes to put a new cartraige of ammo into the weapon
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}
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struct RangeInfo
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{
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id RANS
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float range distance for range index
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int attackMod to hit mod for attacks in this range
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}
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struct WeaponInfo
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{
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id WINS
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enumArmorRating armorRating Max armor type this weapon is effective against
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enumAttackType attackType Type of attack this weapon is used with.
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enumDamageType damageType The kind of damage this weapon deals.
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enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental
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int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed.
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int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed.
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list structAmmoData ammo What ammo can be loaded into this weapon
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list structAttribMod specialDamage Damage done in addition to the normal damage of the weapon
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list structAttribMod attackerMod Stat adjustment to attacker
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list structAttribMod attackerModHit Stat adjustment to attacker on a hit (mainly for melee weapons)
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float attackSpeed The weapon's intrisic firing rate.
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float followThroughTime Time before another action can be done after the weapon is used (mainly for melee weapons)
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list enumListRange structRangeInfo rangeInfo Range info for the weapon
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float extremeRangeLimit The maximum effective distance for this weapon
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float damageRadius Blast radius for area effect weapons
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int 0..100 damageFalloff % reduction in damage at the edge of the blast radius
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float 0..100 woundChance base % chance for a wound to occur on a successful attack
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string skillUseable skill command needed for use without penalty
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string skillAttackMod skill stat mod used for the attack roll
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string skillDamageMod skill stat mod used for damage, as a +-% of the normal damage
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string skillTimeMod skill stat mod used for attack speed, as a +-% of the normal tine
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}
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float baseReloadRate time in secs to reload the weapon
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list structWeaponInfo attackModes list of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc
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version 1
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enum ArmorRating
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{
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AR_armorNone
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AR_armorLight
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AR_armorMedium
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AR_armorHeavy
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}
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enum AttackType
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{
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AT_melee
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AT_ranged
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AT_thrown
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AT_ammo
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}
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enum DamageType
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{
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DT_kinetic
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DT_energy
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DT_blast
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DT_stun
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DT_restraint
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DT_elemental
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DT_ammo the ammo for the weapon determines the damage
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DT_special will only use special damage and ignore the min and max damage
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}
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enum ElementalDamageType
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{
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EDT_heat
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EDT_cold
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EDT_acid
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EDT_electrical
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}
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enum AmmoType
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{
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AT_battery
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AT_weapon
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}
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enum AttribModDecaySpecial
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{
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AMDS_pool = -1 use the attribute pool recovery rate (normal recovery)
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AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value
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}
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enum Range
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{
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RA_pointBlankRange
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RA_closeRange
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RA_normalRange
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RA_longRange
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RA_extremeRange
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RA_outOfRange this is for any distance greater than the extremeRange distance
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}
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struct AmmoData
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{
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id AMMS
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enumAmmoType type what type of ammo this is
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templatecounting_object_template ammo battery or weapon ammo template
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float reloadTime time it takes to auto-reload an ammo cartridge
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int roundsUsed rounds of ammo used when weapon is fired
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}
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struct RangeInfo
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{
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id RANS
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float range distance for range index
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int attackMod to hit mod for attacks in this range
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}
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struct WeaponInfo
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{
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id WINS
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enumArmorRating armorRating Max armor type this weapon is effective against
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enumAttackType attackType Type of attack this weapon is used with.
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enumDamageType damageType The kind of damage this weapon deals.
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enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental
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int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed.
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int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed.
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list structAmmoData ammo What ammo can be loaded into this weapon
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string ammoSlot name of the slot where the ammo object will be held
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list structAttribMod specialDamage Damage done in addition to the normal damage of the weapon
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list structAttribMod attackerMod Stat adjustment to attacker
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list structAttribMod attackerModHit Stat adjustment to attacker on a hit (mainly for melee weapons)
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float attackSpeed The weapon's intrisic firing rate.
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float followThroughTime Time before another action can be done after the weapon is used (mainly for melee weapons)
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list enumListRange structRangeInfo rangeInfo Range info for the weapon
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float damageRadius Blast radius for area effect weapons
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int 0..100 damageFalloff % reduction in damage at the edge of the blast radius
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float 0..100 woundChance base % chance for a wound to occur on a successful attack
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string skillUseable skill command needed for use without penalty
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string skillAttackMod skill stat mod used for the attack roll
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string skillDamageMod skill stat mod used for damage, as a +-% of the normal damage
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string skillTimeMod skill stat mod used for attack speed, as a +-% of the normal tine
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}
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float baseReloadRate time in secs to reload the weapon
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list structWeaponInfo attackModes list of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc
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version 2
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enum ArmorRating
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{
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AR_armorNone
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AR_armorLight
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AR_armorMedium
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AR_armorHeavy
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}
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enum AttackType
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{
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AT_melee
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AT_ranged
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AT_thrown
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AT_ammo
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}
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enum DamageType
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{
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DT_kinetic
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DT_energy
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DT_blast
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DT_stun
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DT_restraint
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DT_elemental
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DT_ammo the ammo for the weapon determines the damage
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DT_special will only use special damage and ignore the min and max damage
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}
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enum ElementalDamageType
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{
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EDT_heat
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EDT_cold
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EDT_acid
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EDT_electrical
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}
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enum AmmoType
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{
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AT_battery
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AT_weapon
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}
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enum AttribModDecaySpecial
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{
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AMDS_pool = -1 use the attribute pool recovery rate (normal recovery)
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AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value
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}
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enum Range
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{
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RA_pointBlankRange
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RA_closeRange
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RA_normalRange
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RA_longRange
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RA_extremeRange
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RA_outOfRange this is for any distance greater than the extremeRange distance
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}
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struct AmmoData
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{
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id AMMS
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enumAmmoType type what type of ammo this is
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templatecounting_object_template ammo battery or weapon ammo template
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float reloadTime time it takes to auto-reload an ammo cartridge
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int roundsUsed rounds of ammo used when weapon is fired
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}
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struct RangeInfo
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{
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id RANS
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float range distance for range index
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int attackMod to hit mod for attacks in this range
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}
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struct WeaponInfo
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{
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id WINS
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enumArmorRating armorRating Max armor type this weapon is effective against
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enumAttackType attackType Type of attack this weapon is used with.
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enumDamageType damageType The kind of damage this weapon deals.
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enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental
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int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed.
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int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed.
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list structAmmoData ammo What ammo can be loaded into this weapon
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string ammoSlot name of the slot where the ammo object will be held
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list structAttribMod specialDamage Damage done in addition to the normal damage of the weapon
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list structAttribMod attackerMod Stat adjustment to attacker
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list structAttribMod attackerModHit Stat adjustment to attacker on a hit (mainly for melee weapons)
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float attackSpeed The weapon's intrisic firing rate.
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float followThroughTime Time before another action can be done after the weapon is used (mainly for melee weapons)
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float audibleRange Distance message gets sent to NPCs when fired.
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list enumListRange structRangeInfo rangeInfo Range info for the weapon
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float damageRadius Blast radius for area effect weapons
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int 0..100 damageFalloff % reduction in damage at the edge of the blast radius
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float 0..100 woundChance base % chance for a wound to occur on a successful attack
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string skillUseable skill command needed for use without penalty
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string skillAttackMod skill stat mod used for the attack roll
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string skillDamageMod skill stat mod used for damage, as a +-% of the normal damage
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string skillTimeMod skill stat mod used for attack speed, as a +-% of the normal tine
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}
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float baseReloadRate time in secs to reload the weapon
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list structWeaponInfo attackModes list of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc
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version 3
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enum WeaponType
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{
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WT_rifle
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WT_lightRifle
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WT_pistol
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WT_heavyWeapon
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WT_1handMelee
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WT_2handMelee
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WT_unarmed
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WT_polearm
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WT_thrown
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}
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enum ArmorRating
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{
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AR_armorNone
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AR_armorLight
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AR_armorMedium
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AR_armorHeavy
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}
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enum AttackType
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{
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AT_melee
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AT_ranged
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AT_thrown
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AT_ammo
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}
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enum DamageType
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{
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DT_kinetic
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DT_energy
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DT_blast
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DT_stun
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DT_restraint
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DT_elemental
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DT_ammo the ammo for the weapon determines the damage
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}
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enum ElementalDamageType
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{
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EDT_heat
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EDT_cold
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EDT_acid
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EDT_electrical
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}
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enum AmmoType
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{
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AT_battery
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AT_weapon
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}
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enum AttribModDecaySpecial
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{
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AMDS_pool = -1 use the attribute pool recovery rate (normal recovery)
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AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value
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}
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enum Range
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{
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RA_pointBlankRange
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RA_closeRange
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RA_normalRange
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RA_longRange
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RA_extremeRange
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RA_outOfRange this is for any distance greater than the extremeRange distance
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}
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struct AmmoData
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{
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id AMMS
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enumAmmoType type what type of ammo this is
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templatecounting_object_template ammo battery or weapon ammo template
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float reloadTime time it takes to auto-reload an ammo cartridge
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int roundsUsed rounds of ammo used when weapon is fired
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}
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struct RangeInfo
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{
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id RANS
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float range distance for range index
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int attackMod to hit mod for attacks in this range
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}
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struct WeaponInfo
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{
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id WINS
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string modeName Name of this attack mode
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enumWeaponType weaponType General type of weapon
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enumArmorRating armorRating Max armor type this weapon is effective against
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enumAttackType attackType Type of attack this weapon is used with.
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|
enumDamageType damageType The kind of damage this weapon deals.
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|
enumElementalDamageType elementalDamageType Elemental-specific damage, ignored if damage type is not elemental
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|
int minDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed.
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int maxDamageAmount The amount of damage done by a weapon is between min-max evenly, randomly, distributed.
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list structAmmoData ammo What ammo can be loaded into this weapon
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string ammoSlot Name of the slot where the ammo object will be held
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float attackSpeed The weapon's intrisic firing rate.
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float audibleRange Distance message gets sent to NPCs when fired.
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list enumListRange structRangeInfo rangeInfo Range info for the weapon
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float damageRadius Blast radius for area effect weapons
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int 0..100 damageFalloff % reduction in damage at the edge of the blast radius
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float 0..100 woundChance Base % chance for a wound to occur on a successful attack
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int attackHealthCost Amount of health drained by using the weapon
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int attackActionCost Amount of action drained by using the weapon
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int attackMindCost Amount of mind drained by using the weapon
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}
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list structWeaponInfo attackModes list of attack modes for the weapon; 1st mode is primary attack, 2nd mode is secondary attack, etc
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version 4
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enum WeaponType
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{
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WT_rifle
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WT_lightRifle
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WT_pistol
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WT_heavyWeapon
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WT_1handMelee
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WT_2handMelee
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WT_unarmed
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WT_polearm
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WT_thrown
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}
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|
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enum ArmorRating
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{
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AR_armorNone
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AR_armorLight
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|
AR_armorMedium
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|
AR_armorHeavy
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|
}
|
|
|
|
enum AttackType
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{
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AT_melee
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AT_ranged
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|
AT_thrown
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AT_ammo
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|
}
|
|
|
|
enum DamageType
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{
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DT_kinetic
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|
DT_energy
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|
DT_blast
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|
DT_stun
|
|
DT_restraint
|
|
DT_elemental
|
|
DT_ammo the ammo for the weapon determines the damage
|
|
}
|
|
|
|
enum ElementalDamageType
|
|
{
|
|
EDT_heat
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|
EDT_cold
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|
EDT_acid
|
|
EDT_electrical
|
|
}
|
|
|
|
enum AmmoType
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|
{
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|
AT_battery
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|
AT_weapon
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|
}
|
|
|
|
enum AttribModDecaySpecial
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|
{
|
|
AMDS_pool = -1 use the attribute pool recovery rate (normal recovery)
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|
AMDS_wound = -2 can only be healed by skill/item use, heal difficulty adjusted by shock wound value
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|
AMDS_antidote = -3 used to clear all attrib mods for a given attribute
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}
|
|
|
|
enum Range
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{
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|
RA_pointBlankRange
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|
RA_closeRange
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|
RA_normalRange
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|
RA_longRange
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|
RA_extremeRange
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|
RA_outOfRange this is for any distance greater than the extremeRange distance
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|
}
|
|
|
|
struct AmmoData
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|
{
|
|
id AMMS
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|
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
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|
float range distance for range index
|
|
int attackMod to hit mod for attacks in this range
|
|
}
|
|
|
|
struct WeaponInfo
|
|
{
|
|
id WINS
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|
string modeName Name of this attack mode
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|
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
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|
int attackMindCost Amount of mind drained by using the weapon
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|
}
|
|
|
|
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
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|
WT_lightRifle
|
|
WT_pistol
|
|
WT_heavyWeapon
|
|
WT_1handMelee
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|
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
|