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Weapon

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A weapon is a type of item resource (some would say, specialized equipment) that is used by characters and turrets primarily for the purpose of altering statistics on enemies.

Contents

Sub-Type

Weapons can take on the form of several different sub-types, each making certain options mentioned here available.

Melee
Something that will use the slash animation in character resources, to do close proximity damage to enemies.
Single Shot and Repeat Shot
Something that will produce effects (bullets, for example) that will go forward to hurt enemies. Repeat shot allows the player to hold down the firing button, while the single shot forces the player to release the firing button after pressing it.

Weapon

Accuracy
The base accuracy of the weapon, which will alter how well it will actually hit something.
Damage Type
For single shot, repeat shot and throwing weapons, it determines which effect will cause pain; Impact will hurt when the use effect impacts something, Result will hurt when result effect makes contact with something, and Both will make both of these inflict damage.
For drop weapons, it determines what will cause the dropped item to explode (produce its result effect); Proximity will explode when something comes within the range option, Remote will explode when the player tells it to go off using the detonate button, and Time will explode when the specified speed option (in milliseconds) has passed.
Use time (Milliseconds)
The amount of time in milliseconds the player must wait before using the item again.

Range

These options only apply to single shot and repeat shot weapons.

Ammunition
The ammunition item that is used (and thus reduced on weapon usage).
Silenced Weapon (Artificial Intelligence)
Reduces the impact on AI around the firing of the weapon.

Basic Bullet / Output

These options only apply to non-melee weapons.

Simultaneous Bullets
The number of produced effects that will come from firing/throwing/dropping the weapon once.
Speed (px/ms)
This is how fast the bullet will travel in pixels per milliseconds.
Maximum Range (px)
This is how far it'll go before it loses strength and falls to the ground in pixels.
Pain Phase (ms)
The number of milliseconds that must pass each time damage will be dealt for the weapon's effects that are produced (so this may apply to the original use effect, or the result effect, depending on how the options are set-up).
Use Effect
The effect that is directly produced by using the weapon.
Result Effect
The effect that happens after impact or the maximum range option is reached.

Bullet Dynamics

These options only apply to single shot, repeat shot, and throwing items.

Vertical Flight (px/ms)
This is how fast the bullet will initially go into the air in pixels per milliseconds. Setting this option to something that is not zero will cause gravity to affect it.
Impact Reaction
Stop will make the bullet stop once it impacts something. Bounce will make the bullet bounce once it impacts something (will still stop once the maximum range is reached). Continue will make the effect continue past things, including characters, taking advantage of the damage phase option.
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