User:Jbeta/weaponsets: Difference between revisions
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*'''ammo''': ammo given | *'''ammo''': ammo given | ||
*'''chance''': chance to get that weapon from the set, in ratio (i.e total sum of chances doesn't have to be 100, you could use 1:1:2:3:1 for example) | *'''chance''': chance to get that weapon from the set, in ratio (i.e total sum of chances doesn't have to be 100, you could use 1:1:2:3:1 for example) | ||
''Note'': if chance isn't specified, the weapon is picked automatically and those below it are ignored. | |||
*'''drop''': possibility to drop the weapon along with held ammo on death, on percentage | *'''drop''': possibility to drop the weapon along with held ammo on death, on percentage | ||
*'''boost''': if the player gets this weapon, he also gets an extra powerup (currently '''armor''' is the only valid boost, may be expanded with stats later) | *'''boost''': if the player gets this weapon, he also gets an extra powerup (currently '''armor''' is the only valid boost, may be expanded with stats later) |
Latest revision as of 00:30, 30 December 2006
Assigns weapons to a player based on map-defined weaponsets. Each weaponset may contain any number of weapons with a probability ratio, so that some weapons in the set are more unlikely to be obtained than others.
A drop chance (in percentage) can also be defined on the map file, to make that weapon have more or less chances to be dropped as a pickup, with the amount of ammo held at the moment of death.
Weaponset example
<parent> <weaponset> <weapon id="3" ammo="1"/> </weaponset> <weaponset> <weapon id="24" ammo="50" drop="100"/> </weaponset> <weaponset> <weapon id="25" ammo="20" chance="35" drop="50"/> <weapon id="34" ammo="15" chance="20" drop="50"/> <weapon id="29" ammo="120" chance="20" drop="50"/> <weapon id="31" ammo="80" chance="15" drop="50"/> <weapon id="17" ammo="2" chance="10" drop="50" boost="armor"/> </weaponset> </parent>
- id: weapon id
- ammo: ammo given
- chance: chance to get that weapon from the set, in ratio (i.e total sum of chances doesn't have to be 100, you could use 1:1:2:3:1 for example)
Note: if chance isn't specified, the weapon is picked automatically and those below it are ignored.
- drop: possibility to drop the weapon along with held ammo on death, on percentage
- boost: if the player gets this weapon, he also gets an extra powerup (currently armor is the only valid boost, may be expanded with stats later)
Usage
The weapon assignment function is:
table AssignWeapons ( player player, element parent, [ bool dropenabled = nil ] )
Returns a table with the chosen weapon elements if assignment was successful, false if all weaponsets were empty.