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dsrc/sku.0/sys.server/compiled/game/object/weapon_object_template.tdf
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2018-03-26 01:21:00 +01:00

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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