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
Code: Select all
<boost>
<type>shots</type>
<amount>1</amount>
<count>3</count>
</boost>
Cool, I'll give it a shot!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>
Maybe it has been said somewhere, but when looking at some recently-made weapons, there are some other tags unlisted here:Metzelmax wrote: Overview value tags: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.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)
Code: Select all
<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
Code: Select all
<radius> //target area: a bigger number means a bigger hit-zone
Code: Select all
<stun> //unclear if it is the % to stun or the stun duration - anyway, the other tag is unlisted above
Code: Select all
<drone_targetable> //probably if defensive drones can aim/fire against shots; likely is only 0-1
Code: Select all
<spin> //unknown
Stun duration - indicated in seconds, right?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
According to what Sleeper said, you can have a weapon with such effect: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?
Code: Select all
<stunChance>1</stunChance>
<stun>30</stun>