WASTED Modding Documentation  1
ModdingDocumentation
Weapon Class Reference
Inheritance diagram for Weapon:
BaseEquipment BaseItem

Classes

class  ChargeShot
 

Public Types

enum  ReloadStyle { Normal, EmptyOnly }
 
- Public Types inherited from BaseItem
enum  ItemCategory {
  Auto = 0, Weapon, HeadArmor, TorsoArmor,
  LegArmor, Outfit, Accessory, Ammo,
  Consumable, Mod, Misc
}
 

Public Attributes

bool onlyFireInRange = false
 Should enemies only fire this weapon when they're within the ideal range.
 
AudioClip lastBulletSound
 If specified, this sound is played instead of the normal fire sound on the last round of a magazine.
 
GameObject muzzleFlash
 A prefab of the visual effect used as a muzzle flash.
 
bool automatic
 Whether the trigger can be held, or if it must be released between shots.
 
float ammoExpendRate = 0.0F
 If specified to a non-zero number, the number of seconds of continued fire that will consume one round of ammo.
 
int enemyBurstCount = 1
 The minimum number of shots in a row an enemy AI will fire.
 
int enemyBurstCountMax = 1
 The maximum number of shots in a row an enemy AI will fire.
 
List< ChargeShotchargeShots
 For weapons that can be charged, a list of ChargeShots that represents each "step" of the weapons charge.
 
float maxEffectiveDistance
 Enemies will try to advance if they are further than this distance with this weapon equipped.
 
float minEffectiveDistance
 Enemies will try to back up if they are closer than this distance with this weapon equipped.
 
int currentAmmo = 1
 The default number of bullets in the weapon's magazine.
 
int magazineSize = 1
 The size of the weapon's magazine.
 
AudioClip emptyFireSound
 The sound that is played when the weapon is dry-firing.
 
GameObject firstPersonWeaponAnimationPrefab
 The weapon animation prefab. Should be set to one of the weapon rigs with GetWeaponRig.
 
GameObject firstPersonWeaponModelPrefab
 The weapon's first person model.
 
GameObject weaponModelPrefab
 The weapon's third person model.
 
List< Texture > replacementTextures
 If specified, these textures replace the normal textures on the weapon's 3D model.
 
string characterAnimationSuffix = "Pistol"
 A suffix applied to character animations while this weapon is equipped.
 
BaseItem ammo
 The item that is consumed to reload the weapon.
 
string chargeAnimation = "Charge"
 The name of the animation to play while the weapon is charging.
 
bool unaimAfterFire = false
 Should the gun un-aim/un-zoom after firing (used in bolt action rifles)
 
FireBase primaryFireBase = null
 The main FireBase. If unset, the first FireBase will be set.
 
int ammoConversionRate = 1
 How many ammo items are spent per round reloaded into a magazine.
 
ReloadStyle reloadStyle = ReloadStyle.Normal
 
- Public Attributes inherited from BaseEquipment
string contextTags = ""
 Context tags that are added to the character when the item is equipped.
 
EquipSlot equipSlot
 The slot in which the item is equipped.
 
List< BuffAttributeattributeEffects
 A list of modifications to attributes that are applied when the item is equipped.
 
List< ConditionEffect > conditionEffects
 A list of Conditions that are applied to the character when the item is equipped.
 
- Public Attributes inherited from BaseItem
string itemTags = ""
 The tags that describe the item. These are used primarily to determine item spawn lists.
 
string itemName
 The name of the item.
 
string itemDescription
 A description of the item's properties.
 
string itemFlavorText
 A short piece of text that describes the lore of the item.
 
ItemCategory category
 The category the item falls under.
 
int price = 0
 The TP price of the item.
 
bool isUnique = false
 Whether the item is unique. Unique items are reclaimed by the Ony Express. Should not be used with items that are part of spawn lists.
 
bool pooled = false
 Is the item stackable.
 
List< ItemUseRestriction > usageRestrictions
 A list of restrictions on the item's usage.
 
bool dontScaleWeightWithRoomDifficulty = false
 A flag preventing the item's spawn weight from being modified by the room difficulty.
 
float defaultItemLevel = 0.0F
 The default level of the item. Roughly speaking, the floor at which the item spawns.
 
float defaultItemWeight = 1.0F
 How often the item spawns. Greater values means the item is more likely to spawn compared to other items.
 
List< DungeonSpawnWeightdungeonSpawnWeights = new List<DungeonSpawnWeight>()
 A list of spawn weight overrides that override the default values.
 
int minLootAmount = 1
 The minimum number of items to spawn every time this item is selected to spawn in a loot roll.
 
int maxLootAmount = 1
 The maximum number of items to spawn every time this item is selected to spawn in a loot roll.
 
List< string > requiredKeys = new List<string>()
 A list of flags that must be present for the item to be considered in spawn lists.
 
int stackCapacity = -1
 The amount of items that can be put into one stack of the item.
 
AudioClip useSound
 The sound that is played when the item is activated.
 
AudioClip moveSound
 The sounjd that is played when the item is moved/looted.
 
GameObject itemModel
 The item's 3D model when dropped/placed in the world.
 

Additional Inherited Members

- Public Member Functions inherited from BaseItem
void Register ()
 Registers the BaseItem so that it is active and enabled during gameplay.
 

The documentation for this class was generated from the following file: