Difference between revisions of "Weapons.json"

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(Created page with "==Overview== ==Example:== { "itemList" : [ { "class" : "Weapon", "itemId" : "shortRange01MK01", "itemType" : "Weapon", "weaponSfxSet" : "shortR...")
 
 
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==Overview==
 
==Overview==
  
 +
In the weapon.json all the weapons are defined. There categories we have in the game are artifical an can be done differently if you want. (Using different [[accuracyCurves.json]] and damage distribution.)
 +
 +
This goes for player and for AI weapons.
 +
 +
'''Info:''' Weapons can have random values that are set when the level is loaded and the stay the same until the end of the game. (using a seed number) You can switch that of by setting the random range to 0.
  
 
==Example:==
 
==Example:==
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===Description===
 
===Description===
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 +
'''"class" :  ''' Weapon
 +
 +
'''"itemId" : ''' Unique ID of the weapon.
 +
 +
'''"itemType" : ''' Weapon
 +
 +
'''"weaponSfxSet" : ''' What sound FX are used for this gun.
 +
 +
'''"ownership" : ''' Can be Player or Enemy.
 +
 +
'''"weaponType" : ''' What type of weapon it is. (Only description in the UI here)
 +
 +
'''"name" :  ''' The full name of the gun.
 +
 +
''"shortName" :' ''' The short name of the weapon used in small UI elements. Keep it really short.
 +
 +
'''"iconId" :''' The icon png name for the UI.
 +
 +
'''"magazineSize" : ''' How big the magazine of the weapon is. Please make sure it is dividable by shotNumber.
 +
 +
'''"minDamage" : '''Min base shot damage.
 +
 +
''"maxDamage" : '''Max base shot damage.
 +
 +
'''"minDamageRandomRange" : ''' Random min value for shot damage, when the weapon gets created.
 +
 +
'''"maxDamageRandomRange" :''' Random max value for shot damage, when the weapon gets created.
 +
 +
'''"minStrikeDamage" : ''' Min base strike damage.
 +
 +
''"maxStrikeDamage" : '''Max base strike damage.
 +
 +
'''"minStrikeDamageRandomRange" : '''Random min value for strike damage, when the weapon gets created.
 +
 +
'''"maxStrikeDamageRandomRange" :  ''' Random max value for strike damage, when the weapon gets created.
 +
 +
'''"critChance" : ''' Ho high the base chances are for a crit hit in %. (Character skill add to it too)
 +
 +
'''"critDamage" : ''' How high the crit damage is. (gets added to the normal damage)
 +
 +
'''"bulletType" : ''' This defines the whole specialFX of an weapon including the bullet, muzzle, hit and miss effects. See [[Special FX]] for naming rules
 +
 +
'''"bulletSpeed" : ''' How fast the bullet flies.
 +
 +
'''"shotNumber" :''' How many shots get fired by the weapon if the player is making an attack.
 +
 +
'''"aimDelay" :''' Ignore, this are render options. Just copy over.
 +
 +
'''"fireDelay" :  ''' Ignore, this are render options. Just copy over.
 +
 +
'''"fireVariance" : ''' Ignore, this are render options. Just copy over.
 +
 +
'''"muzzleTime" : ''' Ignore, this are render options. Just copy over.
 +
 +
'''"hasMuzzle" :''' True/False: will a muzzle be rendered when shooting?
 +
 +
'''"closeCombat" : ''' Can be True/false if true it only has a range of 1 tile. (See infested01 weapons)
 +
 +
'''"accuracyRating" : ''' This is obsolete. Ignore it.
 +
 +
'''"accuracyCurveId" :  '''Here you define which curve the weapon is going to use. (ID can be found in the [[accuracyCurves.json]] )
 +
 +
'''"baseAccuracy" :''' The base value of accuracy in %. The higher the better the weapon will hit.
 +
 +
'''"baseAccuracyRandomRange" : ''' The random range for the accuracy value when creating the weapon. (in %)
 +
 +
'''"buyValue" : ''' The cost if you would buy the weapon. (Is currently not possible)
 +
 +
'''"sellValue" :''' The ammount of energy you get if you recycle it.
 +
 +
'''"shellType" : ''' What shell falls out of the gun. (They can be found in the ./gfx/specialFX, remove the .png ending for this ID)
 +
 +
'''"description" : ''' The description of the weapon. (Shown ingame when hovering over the item.)
 +
 +
'''"attributes" : ''' This is obsolete. Ignore it.

Latest revision as of 16:29, 19 September 2014

Overview

In the weapon.json all the weapons are defined. There categories we have in the game are artifical an can be done differently if you want. (Using different accuracyCurves.json and damage distribution.)

This goes for player and for AI weapons.

Info: Weapons can have random values that are set when the level is loaded and the stay the same until the end of the game. (using a seed number) You can switch that of by setting the random range to 0.

Example:

{

 "itemList" : [
   {
     "class" : "Weapon",
     "itemId" : "shortRange01MK01",
     "itemType" : "Weapon",
     "weaponSfxSet" : "shortRange01",
     "ownership" : "Player",
     "weaponType" : "ShortRange",
     "name" : "Pacifier MK-I",
     "shortName" : "Pacifier I",
     "iconId" : "shortRange01",
     "magazineSize" : 3,
     "minDamage" : 4,
     "maxDamage" : 6,
     "minDamageRandomRange" : 1,
     "maxDamageRandomRange" : 2,
     "minStrikeDamage" : 1,
     "maxStrikeDamage" : 5,
     "minStrikeDamageRandomRange" : 1,
     "maxStrikeDamageRandomRange" : 1,
     "critChance" : 2,
     "critDamage" : 6,
     "bulletType" : "sRangeMKI01",
     "bulletSpeed" : 500,
     "shotNumber" : 1,
     "aimDelay" : -0.1,
     "fireDelay" : -0.5,
     "fireVariance" : 0.01,
     "muzzleTime" : 0.05,
     "hasMuzzle" : true,
     "closeCombat" : false,
     "accuracyRating" : 6,
     "accuracyCurveId" : "shortRange01Curve",
     "baseAccuracy" : 80,
     "baseAccuracyRandomRange" : 3,
     "buyValue" : 270,
     "sellValue" : 15,
     "shellType" : "shell001",
     "description" : "The pacifier is the standard short-range weapon as used by the Goliath's security personnel. The electric discharge strength can be adjusted freely and is able to inflict severe pain on the target.",
     "attributes" : [
       "Short-Range"
     ]
   },


Description

"class" : Weapon

"itemId" : Unique ID of the weapon.

"itemType" : Weapon

"weaponSfxSet" : What sound FX are used for this gun.

"ownership" : Can be Player or Enemy.

"weaponType" : What type of weapon it is. (Only description in the UI here)

"name" : The full name of the gun.

"shortName" :' ' The short name of the weapon used in small UI elements. Keep it really short.

"iconId" : The icon png name for the UI.

"magazineSize" : How big the magazine of the weapon is. Please make sure it is dividable by shotNumber.

"minDamage" : Min base shot damage.

"maxDamage" : 'Max base shot damage.

"minDamageRandomRange" : Random min value for shot damage, when the weapon gets created.

"maxDamageRandomRange" : Random max value for shot damage, when the weapon gets created.

"minStrikeDamage" : Min base strike damage.

"maxStrikeDamage" : 'Max base strike damage.

"minStrikeDamageRandomRange" : Random min value for strike damage, when the weapon gets created.

"maxStrikeDamageRandomRange" : Random max value for strike damage, when the weapon gets created.

"critChance" : Ho high the base chances are for a crit hit in %. (Character skill add to it too)

"critDamage" : How high the crit damage is. (gets added to the normal damage)

"bulletType" : This defines the whole specialFX of an weapon including the bullet, muzzle, hit and miss effects. See Special FX for naming rules

"bulletSpeed" : How fast the bullet flies.

"shotNumber" : How many shots get fired by the weapon if the player is making an attack.

"aimDelay" : Ignore, this are render options. Just copy over.

"fireDelay" : Ignore, this are render options. Just copy over.

"fireVariance" : Ignore, this are render options. Just copy over.

"muzzleTime" : Ignore, this are render options. Just copy over.

"hasMuzzle" : True/False: will a muzzle be rendered when shooting?

"closeCombat" : Can be True/false if true it only has a range of 1 tile. (See infested01 weapons)

"accuracyRating" : This is obsolete. Ignore it.

"accuracyCurveId" : Here you define which curve the weapon is going to use. (ID can be found in the accuracyCurves.json )

"baseAccuracy" : The base value of accuracy in %. The higher the better the weapon will hit.

"baseAccuracyRandomRange" : The random range for the accuracy value when creating the weapon. (in %)

"buyValue" : The cost if you would buy the weapon. (Is currently not possible)

"sellValue" : The ammount of energy you get if you recycle it.

"shellType" : What shell falls out of the gun. (They can be found in the ./gfx/specialFX, remove the .png ending for this ID)

"description" : The description of the weapon. (Shown ingame when hovering over the item.)

"attributes" : This is obsolete. Ignore it.