Couple questions and then some clarifications, please.
How can I create a weapon that is Move or Fire? If the mech or vehicle moves, the weapon cannot fire. How do you do this?
How do you disallow for aimed shots? I want a direct fire artillery weapon that cannot use aimed shots. This possible?
How to get a weapon to use more than one ammo per shot without increasing the shots it fires?
And for the following .json stats, what exactly do these do? Can you confirm or answer my notations on each?
How can I create a weapon that is Move or Fire? If the mech or vehicle moves, the weapon cannot fire. How do you do this?
How do you disallow for aimed shots? I want a direct fire artillery weapon that cannot use aimed shots. This possible?
How to get a weapon to use more than one ammo per shot without increasing the shots it fires?
And for the following .json stats, what exactly do these do? Can you confirm or answer my notations on each?
"StartingAmmoCapacity" : 4, // I assume this weapon gets this much ammo without having dedicated ammo?
"Damage" : 40, // Base damage of weapon per hit?
"OverheatedDamageMultiplier" : 0, // Does this do more damage to units that have overheated?
"EvasiveDamageMultiplier" : 0, // Same as above, if a unit has an evasive pip, will this do more damage to it?
"EvasivePipsIgnored" : 0, // I assume this ignores units under evasive?
"DamageVariance" : 0, // How does this value work? What numbers can I put in here and how? "1-20"? Is this an RNG number? How do you represent this value if it's one to ten?
"AccuracyModifier" : 0, // Negative numbers increase accuracy and positive numbers make it harder to hit?
"CriticalChanceMultiplier" : 1.0, // I think this increases the chance of the weapon to do crits, "2.0" would be 100% more crit chance?
"AOECapable" : false, // Area of Effect, but what does it do? Will nearby units take damage if this value is "True"?
"IndirectFireCapable" : false, // Toggles between direct fire and whether or not can also shoot indirectly.
"RefireModifier" : 0, // I have no idea what this does. Do you?
"ShotsWhenFired" : 4, // This seems to do 4x whatever the "Damage" value is, which above would be (40x4).
"ProjectilesPerShot" : 4, // This seems to be visual and auditory only. I dont think this affects anything else, purely cosmetic.
"AttackRecoil" : 2, // is this the modifier for consecutive shots? So positive numbers are harder to hit, negative are bonuses to hit?
"BattleValue" : 0, // No idea here...
"Damage" : 40, // Base damage of weapon per hit?
"OverheatedDamageMultiplier" : 0, // Does this do more damage to units that have overheated?
"EvasiveDamageMultiplier" : 0, // Same as above, if a unit has an evasive pip, will this do more damage to it?
"EvasivePipsIgnored" : 0, // I assume this ignores units under evasive?
"DamageVariance" : 0, // How does this value work? What numbers can I put in here and how? "1-20"? Is this an RNG number? How do you represent this value if it's one to ten?
"AccuracyModifier" : 0, // Negative numbers increase accuracy and positive numbers make it harder to hit?
"CriticalChanceMultiplier" : 1.0, // I think this increases the chance of the weapon to do crits, "2.0" would be 100% more crit chance?
"AOECapable" : false, // Area of Effect, but what does it do? Will nearby units take damage if this value is "True"?
"IndirectFireCapable" : false, // Toggles between direct fire and whether or not can also shoot indirectly.
"RefireModifier" : 0, // I have no idea what this does. Do you?
"ShotsWhenFired" : 4, // This seems to do 4x whatever the "Damage" value is, which above would be (40x4).
"ProjectilesPerShot" : 4, // This seems to be visual and auditory only. I dont think this affects anything else, purely cosmetic.
"AttackRecoil" : 2, // is this the modifier for consecutive shots? So positive numbers are harder to hit, negative are bonuses to hit?
"BattleValue" : 0, // No idea here...
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