Modding:Missile Weapons

This page is about modding. See the modding overview for an abstract on modding.

Custom Ammo Types

Custom moddable ammo types are supported without adding a new Ammo class to the game via AmmoGeneric, check out the "12 Gauge Shotgun" for an example of use.

  <object Name="12 Gauge Shotgun" Inherits="BaseMagazineRifle">
    <part Name="Render" DisplayName="12 gauge shotgun" RenderString=")"></part>
    <part Name="Physics" bUsesTwoSlots="true" Weight="16"></part>
    <part Name="Commerce" Value="100"></part>
    <part Name="MissileWeapon" Skill="Rifle" NoWildfire="true" NoAmmoProjectile="Ammo12Gauge" ShotsPerAction="8" AmmoPerAction="1" ShotsPerAnimation="8" WeaponAccuracy="35" RangeIncrement="6"></part>
 
<!-- heres the important bit that links the loader to AmmoPart="Ammo12Gauge", but we're going to use "AmmoGeneric" instead of an actual in game class part called "Ammo12Gauge"-->
    <part Name="MagazineAmmoLoader" ProjectileObject="" AmmoPart="Ammo12Gauge" MaxAmmo="6"></part>
<!-- -->
    <part Name="Description" Short="A stockless, pump-action shotgun of jet black."></part>
    <part Name="Metal"></part>
    <tag Name="Tier" Value="3"></tag>
    <part Name="Examiner" AlternateDisplayName="rifle" Complexity="3" Difficulty="0"></part>
  </object>
   
  <object Name="Projectile12Gauge" Inherits="TemporaryProjectile">
    <part Name="Projectile" BasePenetration="4" BaseDamage="1d10" ColorString="&amp;y"></part>
    <part Name="Physics" IsReal="false"></part>
  </object>
     
  <object Name="12 Gauge Shell" Inherits="TemporaryProjectile">
    <part Name="Render" DisplayName="12 gauge 00 buckshot" ColorString="&amp;y"></part>
 
 
<!-- heres the important bit that links it to AmmoPart="Ammo12Gauge" in the 12 Gauge Shotgun definition, give it an AmmoGeneric component and two tags, AmmoPartType with the value set to Ammo12Gauge, and a tag with just the name of the ammo part name itself -->
    <part Name="AmmoGeneric" ProjectileObject="Projectile12Gauge"></part>
    <tag Name="AmmoPartType" Value="Ammo12Gauge"></tag>
    <tag Name="Ammo12Gauge"></tag>
<!-- -->
 
    <part Name="Physics" Category="Ammo"></part>
    <part Name="Description" Short="A brass-cased cartridge of round lead balls."></part>
    <part Name="TinkerItem" Bits="C" CanBuild="true" CanRepair="false" CanDisassemble="false" NumberMade="4"></part>
    <part Name="Commerce" Value="0.04"></part>
  </object>

AmmoSlug's code, if you want a template to create a new Ammo part: https://pastebin.com/gcYJpAh3

Ammo Generic With Multiple Specialized Ammo Types

<object Name="Explosive 12 Gauge Shell" Inherits="TemporaryProjectile">
  <part Name="AmmoGeneric" ProjectileObject="Projectile12Gauge" SpecializedProjectileObject="Explosive_Projectile12Gauge"></part>
</object>
 
<object Name="AP 12 Gauge Shell" Inherits="TemporaryProjectile">
  <part Name="AmmoGeneric" ProjectileObject="Projectile12Gauge" SpecializedProjectileObject="AP_Projectile12Gauge"></part>
</object>
 
 
<object Name="Explosive_Projectile12Gauge" Inherits="TemporaryProjectile">
...
</object>
 
 
<object Name="AP_Projectile12Gauge" Inherits="TemporaryProjectile">
...
</object>

Scripting Impact Ammo Effects

Here's an example ammo part you can put on the projectile object that poisons on hit.

using System;
  
namespace XRL.World.Parts
{
    [Serializable]
    public class Example_MissilePoisonOnHit : IPart
    {
        public int Chance = 0;
        int Strength = 15;
        string DamageIncrement = "3d3";
        string  Duration = "6-9";
        public Example_MissilePoisonOnHit()
        {
            Name = "Example_MissilePoisonOnHit";
        }
  
        public override void Register(GameObject Object)
        {
            Object.RegisterPartEvent(this, "ProjectileHit");           
        }
  
        public override bool FireEvent(Event E)
        {
            if (E.ID == "ProjectileHit")
            {
                if (Rules.Stat.Random(1, 100) <= Chance)
                {
                    GameObject Defender = E.GetParameter("Defender") as GameObject;
                    if (Defender == null) return true;
                    if( !Defender.Statistics.ContainsKey("Toughness") || Rules.Stat.Roll("1d20")+Defender.Statistics["Toughness"].Modifier <= 10+Strength )
                    {
                        Defender.ApplyEffect( new Effects.Poisoned( Rules.Stat.Roll(Duration), DamageIncrement, Strength, ParentObject.pPhysics.Equipped ) );
                    }
                }
            }
  
            return base.FireEvent(E);
        }
    } 
}