Weapon Attributes and Elements (reference list)

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Periculi
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I put together this list from the transcendence xml files and digdug's wonderful weapons expansion mod. I used similar conventions for items as was in the Weapon Overview tutorial- such as [n] for a number. Items in {} indicate what the attribute can use, that I found. The attribute takes the items in the format: attribute = "item", and not in {item}. When I show an element with a *> that means the following list of attributes is expected to be placed inside the element tag. (see below)



GENERAL

<Weapon *>

type
{beam, missile, area, particles}
configuration (1)
{dual, alternating, wall, spread[2, 3, or 5], }
omnidirectional {true}
multiTarget {true}
repeating {[n]}
launcher {true}
damage {[type]:[dice];[effects]}
fireRate {[n]}
hitPoints* {[n]}
interaction* {[n]}
lifeTime {[n]}
powerUse {[n=100kw]}
recoil {[n]}
fireEffect {[effect UNID]}
charges {true}
failureChance {[n]}

passthrough {[n]}

counter
{temperature, capacitor}
counterActivate {[n]}
counterUpdate {[n]}
counterUpdateRate {[n]}

sound {[sound effect UNID]}

hitEffect {[effect UNID]}


*New!
(1) configuration can be done in the <Configuration> element to create more precise and dynamic weapon effects. I recommend looking at Digdug's configuration examples posted on Xelerus to really get a feel for what can be done with the configurations.

MISSILES (rocket propelled and ammo)

type="missile" can use most of these in the weapon attribute section. For ammo using missile weapons, a <Missiles> element is added with <Missile> for each type of ammo to use.

-<Missile *>
directional {true}
lifetime {[n]}
missileSpeed {[n]}
maxMissileSpeed {[n]}
accelerationFactor {[n]}
maneuverability {[n]}
stealth {[n]}
failsafe {[n]}

vaporTrailLength {[n]}
vaporTrailWidth {[n]}
vaporTrailWidthInc {[n]}
vaporTrailColor {[hex color]}



BEAMS

beamType
{laser, blaster, lightning, greenparticle, blueparticle, heavyblaster, starblaster}

primaryColor {[hex color]}
secondaryColor {[hex color]}
intensity {[n]}


PARTICLES

particleCount {[n +range]}
particleSpreadAngle {[n]}

Special <Effect> Element:

-<Particle
style
{line, ?}
primaryColor {[hex color]}
secondaryColor {[hex color]}


SUB ELEMENTS of <Weapon>

<Configuration>
Weapon configuration examples will be added and described later.

<FireEffect
-<Flare (see below)

<Effect>

-<HitEffect
sound {[sound UNID]}



--<ParticleExplosion *>
particleCount {[n +range]}
particleSpeed {[n]}
particleLifetime {[n]}

-<PlasmaSphere
spikeCount {[n +range]}
spikeLength {[n]}
primaryColor {[hex color]}
secondaryColor {[hex color]}

-<ImageAndTail *>
imageID {[image UNID]}
imageX {[n]}
imageY {[n]}
imageWidth {[n]}
imageHeight {[n]}
imageFrameCount {[n]}
imageTicksPerFrame {[n]}
length {[n]}
width {[n]}
primaryColor {[hex color]}
secondaryColor {[hex color]}

-<Particle *>
(for particle type)
style {line, ?}
minWidth {[n]}
maxWidth {[n]}
primaryColor {[hex color]}
secondaryColor {[hex color]}

-<Fragment *>
type (seems to be any regular weapon types with attributes for same and an additional fragment type "radius")
count {[n]}
damage {[type]:[dice];[effects]}
lifeTime {[n]}

canHitSource {true}
autoAcquireTarget {true}
multitarget {true}
missileSpeed {[n]}
minRadius {[n]}
maxRadius {[n]}
vaporTrailLength {[n]}
vaporTrailWidth {[n]}
vaporTrailWidthInc {[n]}
vaporTrailColor {[hex color]}

-<Effect>
(can be in weapon or fragment)

--<Bolt *>
length
width
primaryColor
secondaryColor

--<MoltenBolt *>
width
length
growth
primaryColor
secondaryColor

--<Flare *>
style
{fadingBlast,
radius
primaryColor
lifeTime

--<Starburst *>
style
{morningStar, flare, plain, lightningStar}
spikeCount
spikeLength
primaryColor
secondaryColor


*> indicate that the attributes listed are placed inside the element tag:

<element
attribute
attribute
>

- and -- indicate sub-elements levels.
Last edited by Periculi on Wed Aug 20, 2008 7:04 pm, edited 5 times in total.
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Aury
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Periculi wrote: BEAMS

beamType
{laser, blaster, lightning, greenparticle, blueparticle, heavyblaster, starblaster}

primaryColor {[hex color]}
secondaryColor {[hex color]}
intensity {[n]}
just wanted to point out that blaster, greenparticle and blueparticle DO NOT use primary color and secondary color.
laser, greenparticle, and blue particle don't use intensity (i don't think... I have not verified this)*

*What is blueparticle? I've never seen it. I assume it's like greenparticle except colored blue in-game. The above statements are based on that assumtion.
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Periculi
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Thanks Wolfy, it is true that not all the beam types use the color definitions.

Note that I did cover some of that in the Beam Weapon section.

I didn't feel that it was necessary to go into the specifics of every attribute here as I am covering them in the tutorials as well and this is more of a list of the attributes which is also a work in progress. Because this is a reference list, I am giving only a brief description in order to make it easy to look things up on the list.

Intensity won't cause the game to crash but has no effect on "laser" beam types. For "greenparticle" and "blueparticle", they act the same but with different colors and they don't require an intensity value.
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Here's a few more to help you out;

(Set in the <ItemType UNID=...Such as disposable launchers)
charges= {[n]}
valueCharges= {true}

type
passthrough= {[n]}
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Periculi
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FAD wrote:Here's a few more to help you out;

(Set in the <ItemType UNID=...Such as disposable launchers)
charges= {[n]}
valueCharges= {true}

type
passthrough= {[n]}
Thanks for the passthrough, FAD. Where did you find it?

charges, maxCharges, and chargesValue are Item attributes. <Weapon> is a sub element of the items. In a weapon element only the attribute charges = "true" is needed. Weapons with charge requirements don't even need to have charges, max charges or value charges attributes in them (QAC, for example).

You will notice I also left name, mass, value, level and other item attributes off the list.
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It's listed in the one and only weapon that uses it: Katana star cannon.
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configuration (1)
{dual, alternating, wall, spread[2-5], }
I would like to point out that "spread4" do not work. spread2 spread3 and spread5 are acceptable configurations. (at least in v0.98d) :)
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digdug wrote:
configuration (1)
{dual, alternating, wall, spread[2-5], }
I would like to point out that "spread4" do not work. spread2 spread3 and spread5 are acceptable configurations. (at least in v0.98d) :)
I thought spread 7 works? It should have been in the ion flame cannon...
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Periculi
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Duly noted, Digdug.

Code: Select all

<Configuration aimTolerance="5">
        <Shot posAngle="90" posRadius="10" angle="0"/>
        <Shot posAngle="90" posRadius="18" angle="0"/>
        <Shot posAngle="270" posRadius="10" angle="0"/>
        <Shot posAngle="270" posRadius="18" angle="0"/>
     
	 </Configuration>
That spread four will work.

Wolfy- why don't you test it and report the facts back.
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Periculi wrote:Duly noted, Digdug.

Code: Select all

<Configuration aimTolerance="5">
        <Shot posAngle="90" posRadius="10" angle="0"/>
        <Shot posAngle="90" posRadius="18" angle="0"/>
        <Shot posAngle="270" posRadius="10" angle="0"/>
        <Shot posAngle="270" posRadius="18" angle="0"/>
     
	 </Configuration>
That spread four will work.

Wolfy- why don't you test it and report the facts back.
usually i'm either brainstorming or messing around w/ graphics so i usually don't bother to check... :lol:

let's see...

ok, no it doesn't but it does do this:

<Configuration aimTolerance="5">
<Shot posAngle="0" posRadius="0" angle="0"/>
<Shot posAngle="0" posRadius="0" angle="-8"/>
<Shot posAngle="0" posRadius="0" angle="-5"/>
<Shot posAngle="0" posRadius="0" angle="-2"/>
<Shot posAngle="0" posRadius="0" angle="2"/>
<Shot posAngle="0" posRadius="0" angle="5"/>
<Shot posAngle="0" posRadius="0" angle="8"/>
</Configuration>

BTW- what does this do?
-<Missile *>
directional {true}
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directional = "true"
is used in all the missile weapons that use directly an <Image> as projectile graphic. Directional tells the game that under the specified image there are other 19 rotated images for the projectile, making possible to have an asymmetrical object (like a missile) shot in right direction (and not moving sideways, for example)
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digdug wrote:directional = "true"
is used in all the missile weapons that use directly an <Image> as projectile graphic. Directional tells the game that under the specified image there are other 19 rotated images for the projectile, making possible to have an asymmetrical object (like a missile) shot in right direction (and not moving sideways, for example)
ok I see... explains why something back in Trans-X1 wasn't using all 20 facings...
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What exatcly is 'aimTolerance' attribute in the <Configuration> tag? Why does it always seem to be set to 5?
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I *think* that it's how much the weapon will move to hit a target. Like if you've got a Corsair slightly to the left of where your gun is pointed, it'll nudge itself over a tiny bit so the bullet hits. I'm not totally sure, but that's my theory.
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schilcote wrote:I *think* that it's how much the weapon will move to hit a target. Like if you've got a Corsair slightly to the left of where your gun is pointed, it'll nudge itself over a tiny bit so the bullet hits. I'm not totally sure, but that's my theory.
That was my theory as well but then you could make it omnidirectional with aimTolerance="360" and I don't think it works?
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