WeaponFlags
Parent Node
Child Node
None
Attributes
MeleeWeapon | RangedWeapon | HasString | StringHeldByHand | NotUsableWithOneHand | TwoHandIdleOnMount | AutoReload | UnloadWhenSheathed | PenaltyWithShield | WideGrip | CantReloadOnHorseback | Consumable | UseHandAsThrowBase | AmmoSticksWhenShot | MultiplePenetration | Burning | LeavesTrail | CanPenetrateShield | MissileWithPhysics | AmmoCanBreakOnBounceBack | AffectsArea | AmmoBreaksOnBounceBack | AttachAmmoToVisual | CanBlockRanged | HasHitPoints
MeleeWeapon
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon is a melee weaponRangedWeapon
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon is a ranged weaponHasString
类型:
boolean
接受值:'true', 'false'
例子:true
If the ranged weapon has a string. Should be set to true for both Bows and CrossbowsStringHeldByHand
类型:
boolean
接受值:'true', 'false'
例子:true
If the string is held by hand. Should be set to true with BowsNotUsableWithOneHand
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon cannot be used in 1 handTwoHandIdleOnMount
类型:
boolean
接受值:'true', 'false'
例子:true
This is set to true with most bows and crossbows. TODO: figure out what this exactly does.AutoReload
类型:
boolean
接受值:'true', 'false'
例子:true
If set to false an action is required to reload the weapon. (crossbows)UnloadWhenSheathed
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon should remove any loaded projectile when sheathedPenaltyWithShield
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon has a damage penalty when using with shieldWideGrip
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out what this doesCantReloadOnHorseback
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon can be reloaded on horsebackConsumable
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon can be consumed. Set to true for arrows and throwables.UseHandAsThrowBase
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon is thrown from the handAmmoSticksWhenShot
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out what this exactly doesMultiplePenetration
类型:
boolean
接受值:'true', 'false'
例子:true
If the projectile can pierce through multiple entitiesBurning
类型:
boolean
接受值:'true', 'false'
例子:true
If the projectile is on fire. TODO: figure out if this also inflicts fire damage, or sets fire to stuffLeavesTrail
类型:
boolean
接受值:'true', 'false'
例子:true
If the weapon leaves a trail. TODO: figure out what this exactly doesCanPenetrateShield
类型:
boolean
接受值:'true', 'false'
例子:true
If the projectile can penetrate a shieldMissileWithPhysics
类型:
boolean
接受值:'true', 'false'
例子:true
If physics are attached to a projectile. TODO: figure out if this is used to damage props as well.AmmoCanBreakOnBounceBack
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out what this exactly doesAffectsArea
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out if this is AOE damage?AmmoBreaksOnBounceBack
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out what this exactly doesAttachAmmoToVisual
类型:
boolean
接受值:'true', 'false'
例子:true
TODO: figure out what this exactly doesCanBlockRanged
类型:
boolean
接受值:'true', 'false'
例子:true
If an item can block projectiles (shields)HasHitPoints
类型:
boolean
接受值:'true', 'false'
例子:true
If an item has hitpoints (shields)
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