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weapons

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Weapons


A weapon is a special type of item that a character uses for attacking. When the “Equippable” button is toggled on for an item in the Item Editor, the “Weapon” button will become available. When an equippable item is configured as a weapon, it opens up several additional options which are described in more detail below.

Weapon Properties

NameDescription
TypeDetermines whether the weapon is a melee weapon or a ranged weapon. Melee weapons can only be used to attack from adjacent tiles, while ranged weapons can be used to attack from a distance.
Attack AnimationIf set, this will override the character's attack animation and play the specified animation name instead of “attack” (e.g. to play a “throw” animation for a throwing dagger).
Ammo/Energy RequiredDetermines whether or not the weapon requires ammo or energy in order to be used. Refer to the “Consumption Types” table below for a description of each option.
Projectile SpeedDetermines how fast the weapon's projectile moves, measured in voxels per second. This setting is only applicable to ranged weapons.
Minimum RangeDetermines the minimum distance (in tiles) required between the character and target entity in order to use the weapon. A value of 1 indicates that the weapon can be used from adjacent tiles. This setting is only applicable to ranged weapons.
Maximum RangeDetermines the maximum distance (in tiles) between the character and target entity from which the weapon can be used. This setting is only applicable to ranged weapons.

Consumption Types

TypeDescription
None (Unlimited Use)Weapon can be used an unlimited number of times (e.g. a sword).
None (Single Use)Weapon is consumed on use (e.g. a throwing dagger). For this type, you would typically want to set the weapon item as stackable so the player can easily carry many at once.
Items by IDWeapon consumes ammo items on use (e.g. a bow or a gun). The required ammo items are defined by one or more item IDs. The items will be consumed from the player's inventory.
Items by TagWeapon consumes ammo items on use (e.g. a bow or a gun). The required ammo items are defined by one or more item tags. The items will be consumed from the player's inventory.

Projectiles

In order for a ranged weapon to generate a visual projectile when used (e.g. an arrow, bullet, spinning dagger, etc.), you will need to make use of the “Object Model” item property found below the equippable/weapon settings.

Since projectiles are objects, their “default” animation will be played upon entering the scene, if one exists. This can be used, for example, to make a throwing dagger spin as it moves towards its target. To achieve this, you would simply create a spinning animation for the dagger named “default” and assign it to the “Object Model” property of your weapon (or ammo item if setting up a ranged weapon that consumes ammo).

(Info about “projectile” attach point to determine where and when the projectile's model will appears during the character's attack animation)

Setting Up a Ranged Weapon

As there are several components that must be set up properly in order to create a ranged weapon, I've compiled a list of steps you can follow to set one up and to help demonstrate how everything comes together.

1) If you haven't done so already, create a new item in the Item Editor that will represent the weapon. Define a name, description, and image for the item, then add a tag of “weapon” (without the quotes) to the “Tags” field so it can be equipped to the character's “right_hand” slot.

2) Toggle the “Equippable” property to “On” and, if desired, set the stat boost that will be given to the character whenever the item is equipped.

3) Toggle the “Weapon” property to “On”, then select “Ranged” from the “Type” dropdown that appears.

4) If desired, set a custom attack animation to play for the character when using the weapon. For example, “throw” for a throwing dagger or “shoot” for a bow. If one is set, be sure to create an animation for your character with a matching name.

- Assign object model to weapon (or ammo item(s) if weapon consumes ammo)

- Create at least one ammo item and be sure to add their IDs to the list of ammo item IDs for the weapon item.

- Create “projectile” attach point on a frame of character's attack animation

weapons.1634606725.txt.gz · Last modified: 2021/10/18 18:25 by justin