- None
MeleeWeapon | RangedWeapon | HasString | StringHeldByHand | NotUsableWithOneHand | TwoHandIdleOnMount | AutoReload | UnloadWhenSheathed | PenaltyWithShield | WideGrip | CantReloadOnHorseback | Consumable | UseHandAsThrowBase | AmmoSticksWhenShot | MultiplePenetration | Burning | LeavesTrail | CanPenetrateShield | MissileWithPhysics | AmmoCanBreakOnBounceBack | AffectsArea | AmmoBreaksOnBounceBack | AttachAmmoToVisual | CanBlockRanged | HasHitPoints
-
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon is a melee weapon -
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon is a ranged weapon -
type:
boolean
accepted values:'true', 'false'
example:true
If the ranged weapon has a string. Should be set to true for both Bows and Crossbows -
type:
boolean
accepted values:'true', 'false'
example:true
If the string is held by hand. Should be set to true with Bows -
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon cannot be used in 1 hand -
type:
boolean
accepted values:'true', 'false'
example:true
This is set to true with most bows and crossbows. And it's seems like it's unused except TRACE -
type:
boolean
accepted values:'true', 'false'
example:true
If set to false an action is required to reload the weapon. (crossbows) -
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon should remove any loaded projectile when sheathed -
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon has a damage penalty when using with shield -
type:
boolean
accepted values:'true', 'false'
example:true
It used to calculate if the non-craft weapon is polearm -
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon can be reloaded on horseback -
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon can be consumed. Set to true for arrows and throwables. -
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon is thrown from the hand -
type:
boolean
accepted values:'true', 'false'
example:true
Used in MnB.Mission.CalculateAttachedLocalFrame -
type:
boolean
accepted values:'true', 'false'
example:true
If the projectile can pierce through multiple entities -
type:
boolean
accepted values:'true', 'false'
example:true
If the projectile is on fire. Used when drop item and when siege towe destroyed -
type:
boolean
accepted values:'true', 'false'
example:true
If the weapon leaves a trail. It seems like it's unused -
type:
boolean
accepted values:'true', 'false'
example:true
If the projectile can penetrate a shield -
type:
boolean
accepted values:'true', 'false'
example:true
If physics are attached to a projectile. It seems like it's unused -
type:
boolean
accepted values:'true', 'false'
example:true
Used in MnB.Mession.MissileHitCallback -
type:
boolean
accepted values:'true', 'false'
example:true
Used when drop item and siege tower is destroyed -
type:
boolean
accepted values:'true', 'false'
example:true
Used in MnB.Mession.MissileHitCallback -
type:
boolean
accepted values:'true', 'false'
example:true
TODO: figure out what this exactly does -
type:
boolean
accepted values:'true', 'false'
example:true
If an item can block projectiles (shields) -
type:
boolean
accepted values:'true', 'false'
example:true
If an item has hitpoints (shields)