shot #1 → 1 bullet
shot #2 → 2 bullets
shot #3 → 3 bullets
shot #4 → 3 bullets
and so on
It seems a "charging" weapon, but instead of firing faster it shoots more bullets for each volley.

Thanks
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<boost>
<type>shots</type>
<amount>1</amount>
<count>3</count>
</boost>
Sleeper Service wrote:I think someone listed finding of what can be affected by the <boost> tag in chain weapon, but I can't find it anymore. Your best bet is trying it out yourself. Give a chain vulcan to the starting ships and change its <boost> tag to affect <shots> instead of cooldown and see if that works. Like this:Code: Select all
<boost>
<type>shots</type>
<amount>1</amount>
<count>3</count>
</boost>
Metzelmax wrote:Overview value tags:Code: Select all
<type> //declares type of weapon (possible: LASER, MISSILE,BOMB,BEAM) (all)
Only difference between missile and Laser is that Missile projectiles are not animated
<damage> //how much Hull damage a shot does (all)
<ion> // how much ion damage a weapon does (all, buggy on the beam ie will deplete any shields regardeless of rooms hit
<sysDamage> //how much damage it will do to a system (all)
<persDamage> // how much damage it will do to crew (all) minus values heal but apparently only on bombs
<shots> // how many shots it fires (only Missile, Laser, Bomb)
<sp> // How many shields it pierces (all,but useless on bombs)
<fireChance> //how high the chance of fire is (between 0-10) (all)
<breachChance> //how high the chance of a breach is (between 0-10) (all)
<cooldown>// the cooldown of the weapon (all)
<power> //the amount of power needed to power the weapon (all)
<cost> //how much a weapon costs to purchase (all)
<missiles> // how many missiles a weapon needs to fire (all)
<speed> //how fast a weapon shot flies (by a beam it's the speed it goes over hull) (all)
<length> //how long a beam is (beam only)
<hullBust> //determines whether the weapon does 2x times damage on systemless rooms.(0-1 only) (all)
<lockdown> //the crystal lock-down thingy... I shouldnt work on beams, but never tried it myself (all but beams)
<rarity> //how rare it is (0-5) (all)
<explosion> //adds a explosion animation to the weapon when hitting (laser missile bomb)
<image> //projectile image/animation for the weapon (Beam contact image on beams) (all)
<weaponArt> // the weaponart for the gun attached to your ship itself (all)
You can add those tags in any order into the weaponsblueprint. It would just look better if the damaging values were at the top and graphics at the bot.
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<radius> //target area: a bigger number means a bigger hit-zone
<stun> //unclear if it is the % to stun or the stun duration - anyway, the other tag is unlisted above
<drone_targetable> //probably if defensive drones can aim/fire against shots; likely is only 0-1
<spin> //unknown
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<radius> //target area: a bigger number means a bigger hit-zone
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<stun> //unclear if it is the % to stun or the stun duration - anyway, the other tag is unlisted above
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<drone_targetable> //probably if defensive drones can aim/fire against shots; likely is only 0-1
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<spin> //unknown
Sleeper Service wrote:This is the stun duration. Stun chance is defined as <stunChance>. If <stunChance> is omitted but <stun> is present in the blueprints, stun chance will default to 10 (100%). Look at stun ions and heavy lasers for examples.Code: Select all
<stun> //unclear if it is the % to stun or the stun duration - anyway, the other tag is unlisted above
stylesrj wrote:So you can't have a weapon that say has a 10% stun chance, but stuns the enemy for about 30 seconds when it does work?
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<stunChance>1</stunChance>
<stun>30</stun>