Weapon Attributes and Elements (reference list)
Posted: Wed Aug 20, 2008 3:42 am
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.
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.