Documentation: AbilityComponent
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Name | Type | Initial Value | Example Range | Description |
---|---|---|---|---|
Members | ||||
cooldown_frames | int | 0 | [0, 60000] | |
entity_file | std::string | the projectile entity file | ||
sprite_file | std::string | |||
entity_count | int | 1 | [0, 60000] | |
never_reload | bool | false | ||
reload_time_frames | int | 0 | [0, 1] | |
mana | float | 0 | [0, 1] | |
mana_max | float | 100 | [0, 1] | |
mana_charge_speed | float | 10 | [0, 1] | |
rotate_in_hand | bool | true | ||
rotate_in_hand_amount | float | 1 | [0, 1] | [0-1], how much does the item rotate related to the actual aiming angle |
rotate_hand_amount | float | 0.7 | [0, 1] | [0-1], how much does hand sprite rotate related to the actual aiming angle |
fast_projectile | bool | false | if 1, then the velocity of the bullet is increased quite a bit. Lightning requires this | |
swim_propel_amount | float | 0 | [-1000, 1000] | |
max_charged_actions | int | 0 | [0, 1] | |
charge_wait_frames | int | 10 | [0, 1] | |
item_recoil_recovery_speed | float | 15 | [0, 1] | How quickly does the item return to resting state after getting recoil |
item_recoil_max | float | 1 | [0, 1] | Maximum distance moved by recoil |
item_recoil_offset_coeff | float | 1 | [0, 1] | Item distance moved by recoil = mItemRecoil * item_recoil_offset_coeff |
item_recoil_rotation_coeff | float | 5 | [0, 1] | Item rotation by recoil = mItemRecoil * item_recoil_rotation_coeff |
base_item_file | std::string | data/entities/base_item.xml | when dropping / throwing the item, this is the base_item that we add the ability component to | |
use_entity_file_as_projectile_info_proxy | bool | false | ||
click_to_use | bool | true | ||
stat_times_player_has_shot | int | 0 | [0, 1] | used to track how many times player has shot this 'ability' |
stat_times_player_has_edited | int | 0 | [0, 1] | used to track how many times this has been edited |
shooting_reduces_amount_in_inventory | bool | false | ||
throw_as_item | bool | false | ||
simulate_throw_as_item | bool | false | If 1, the item will be work as normal ability, but throwing animation is played by the user | |
max_amount_in_inventory | int | 1 | [0, 1] | |
amount_in_inventory | int | 1 | [0, 1] | |
drop_as_item_on_death | bool | true | ||
ui_name | std::string | [NOT_SET] | way to name the weapons | |
use_gun_script | bool | false | If 1, the default ability behaviour is replaced with one that uses the lua gun system. | |
is_petris_gun | bool | false | if 1, TODO( PETRI) | |
add_these_child_actions | std::string | e.g. 'bullet,bullet,damage' ... actions are parsed into a string. These are added as actual entities when the item is initialized | ||
current_slot_durability | int | -1 | [0, 1] | After this many slots the last slot of the gun is removed. -1 means not initialized/infinite. |
slot_consumption_function | std_string | _get_gun_slot_durability_default | Name of the lua function in 'gun.lua' that is called to calculate durability of the last slot in the gun | |
mChargeCount | int | 0 | [0, 1] | |
mIsInitialized | bool | false | ||
Objects | ||||
gun_config | ConfigGun | Constants for gun script | ||
gunaction_config | ConfigGunActionInfo | Constants for gun script | ||
Privates | ||||
mNextFrameUsable | int | 0 | [0, 1] | |
mCastDelayStartFrame | int | 0 | [0, 1] | |
mAmmoLeft | int | 0 | [0, 1] | |
mReloadFramesLeft | int | 0 | [0, 1] | |
mReloadNextFrameUsable | int | 0 | [0, 1] | |
mNextChargeFrame | int | 0 | [0, 1] | |
mItemRecoil | float | 0 | [0, 1] |