Difference between revisions of "Items.json"

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(Usable Items)
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====Usable Items====
 
====Usable Items====
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Usable items have an effect on the player when used. They all disappear once used.
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'''Tip:''' An Item can have multiple effects at the same time. So feel free an combine them.
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=====Medkit=====
 
=====Medkit=====
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The classic health kit. The CurrentHealth attribute defines how much health the player gets when used.
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=====Shieldrecharge=====
 
=====Shieldrecharge=====
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Similar to the Medkit but it recharges the shield of your suit.
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=====Temp Stimpack=====
 
=====Temp Stimpack=====
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 +
Temp stimpacks are an experiment that failed and we removed them in the actual Halfway campain, as we found them to be useless.
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 +
But we kept the functionality for you, the modders to have a toy to play with and to experiment with them.
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'''Some Informations:'''
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*Stims can have a positive effect over a certain time and they can have a negativ effect.
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*You have two points to change the effect:
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**When the Stim is consumed
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**When the first effect is running out.
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**Originally the idea was to have a pay back when consuming Stims after a time of positiv effects. But in the end they were not used by the player because they were not good enough having only a temp effect and then some negative ones.
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=====Perma Stims=====
 
=====Perma Stims=====
  

Revision as of 10:58, 19 September 2014

Overview

Currently there are 3 types you can create in Halfway. (One is ammo and currently static and can't be changed)

  • Ammo
    • This is currently static and can not be changed.
  • Grenades
    • You can edit them and create new ones for the player or the enemies.
  • Usable Items
    • This type of item has alot of sub items you can use and combine if you like, creating all new items for the player.

Most of the points in the Items json should be self explaining. Just copy over the settings and changed them as you like.

Item types

Grenades

Grenades deal splash damage to the enemies in its radius. The radius is 3 tiles wide and the damage falls with the distance from the center.

In the center the base damage set in this json is dealt (minus armor etc) You can set for each new tileradius damage individually:

     "baseDamage" : 15,
     "maxThrowingDistance" : 10,
     "centreDamageFactor" : 1,
     "firstRowDamageFactor" : 0.6,
     "secondRowDamageFactor" : 0.3,

You can also change the maximum reach for the grenade here. The explosion effect is defined with the: "projectileType" : "plasmaGrenade001", where as the plasmaGrenade001.png with out the png is used. You find this effect in the ./gfx/specialFX folder.

Note:You can not change the radius of the splash damage at the moment.

Usable Items

Usable items have an effect on the player when used. They all disappear once used.

Tip: An Item can have multiple effects at the same time. So feel free an combine them.

Medkit

The classic health kit. The CurrentHealth attribute defines how much health the player gets when used.

Shieldrecharge

Similar to the Medkit but it recharges the shield of your suit.

Temp Stimpack

Temp stimpacks are an experiment that failed and we removed them in the actual Halfway campain, as we found them to be useless.

But we kept the functionality for you, the modders to have a toy to play with and to experiment with them.

Some Informations:

  • Stims can have a positive effect over a certain time and they can have a negativ effect.
  • You have two points to change the effect:
    • When the Stim is consumed
    • When the first effect is running out.
    • Originally the idea was to have a pay back when consuming Stims after a time of positiv effects. But in the end they were not used by the player because they were not good enough having only a temp effect and then some negative ones.


Perma Stims

Attributes

Perma Stims
  • Health
  • Aming
  • Agility
Temp Stims
  • ActionPoints
  • Aiming
  • Health
  • Agility
Usable Items
  • CurrentShield
  • CurrentHealth

Examples

Grenades

   {
     "class" : "Grenade",
     "itemId" : "grenade01",
     "itemType" : "Grenade",
     "ownership" : "Player",
     "name" : "Plasma Grenade MK-I",
     "shortName" : "Gren MK-I",
     "description" : "The G.S.A. plasma grenade was specifically developed for effective use on spaceships. Small explosion radius but highly concetrated heat damage.",
     "iconId" : "grenade",
     "consumable" : true,
     "projectileType" : "plasmaGrenade001",
     "baseDamage" : 15,
     "maxThrowingDistance" : 10,
     "centreDamageFactor" : 1,
     "firstRowDamageFactor" : 0.6,
     "secondRowDamageFactor" : 0.3,
     "buyValue" : 250,
     "sellValue" : 30
   },

Medkit

   {
     "class" : "UsableItem",
     "itemId" : "medkit01",
     "itemType" : "Item",
     "itemSoundId" : "Medkit",
     "name" : "Medkit Small",
     "shortName" : "Meds",
     "description" : "Small medkit for treating minor wounds. Restores 5 HP. ",
     "iconId" : "medkit",
     "consumable" : true,
     "buyValue" : 49,
     "sellValue" : 5,
     "attributes" : [
       {
         "class" : "StatChangeAttribute",
         "attributeChanges" : [
           {
             "attribute" : "CurrentHealth",
             "amount" : 5
           }
         ]
       }
     ]
   },


ShieldBooster

   {
     "class" : "UsableItem",
     "itemId" : "shieldBoost01",
     "itemSoundId" : "ShieldRecharge",
     "itemType" : "Item",
     "name" : "Shield Cell Small",
     "shortName" : "Shield",
     "description" : "A small energy cell for immediately recharging suit shields. Restores 5 shield points.",
     "iconId" : "shieldRecharge",
     "consumable" : true,
     "buyValue" : 49,
     "sellValue" : 5,
     "attributes" : [
       {
         "class" : "StatChangeAttribute",
         "attributeChanges" : [
           {
             "attribute" : "CurrentShield",
             "amount" : 5
           }
         ]
       }
     ]
   },

Temp Stim

   {
     "class" : "UsableItem",
     "itemId" : "stimpackHealth01",
     "itemSoundId" : "Stimpack",
     "itemType" : "Item",
     "name" : "Health Stimpack MK-I",
     "shortName" : "Stim",
     "description" : "Increases health by 1 point for 3 turns. Produced and consumed mainly by B-Class citizens, this stimpack variant uses cheaper ingredients and is not as effective as other more saught after versions.",
     "iconId" : "stimpack",
     "consumable" : true,
     "buyValue" : 60,
     "sellValue" : 5,
     "attributes" : [
       {
         "class" : "StimPackAttribute",
         "initialBuffs" : [
           {
             "attribute" : "Health",
             "amount" : 1,
             "duration" : 3
           }
         ],
         "onExpireBuffs" : [
           {
             "attribute" : "Health",
             "amount" : -1,
             "duration" : 2
           }
         ]
       }
     ]
   },


Perma Stim/Level up Stim

   {
     "class" : "UsableItem",
     "itemId" : "aimingStim01",
     "itemSoundId" : "Stimpack",
     "itemType" : "Stimpack",
     "name" : "Aiming Stimpack",
     "shortName" : "Stim",
     "description" : "Standard G.S.A. Aiming Stimpack. This stim permanently increases aiming by 1.",
     "iconId" : "stimpack",
     "consumable" : true,
     "buyValue" : 600,
     "sellValue" : 60,
     "attributes" : [
       {
         "class" : "StatChangeAttribute",
         "attributeChanges" : [
           {
             "attribute" : "Aiming",
             "amount" : 1
           }
         ]
       }
     ]
   },


Known Issue

  • Ammunition can't be edited yet. It is part of the source code.