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Tiranadel edited this page Jan 12, 2017 · 1 revision

WEAPON TEMPLATE AND FLAG EXPLANATION


[WeaponName]
Cost=
Type=
Info=
Abilities=
Element=
Hits=
BasePower=
Upgrade=
IgnoreDefense=
HurtEthereal=
2Handed=
EnergyCost=
CanShieldReflect=
CanCounter=
SpecialWeapon=
LinkedWeapon=WeaponName
AmmoRequired=
AmmoAmountNeeded=
Legendary=
MinLevel=


Cost=
This is the cost of the weapon in black orbs. If the cost is set to 0 and SpecialWeapon is not set to true, players will be unable to use this weapon without flagging the anti-cheat mechanism.

Type=
This is the type of weapon. Valid weapon types are: axe, bat, bow, buzzsaw, chainsaw, dagger, energyblaster, glyph, greatsword, gun, hammer, handtohand, katana, lightsaber, mace, nunchucku, rifle, scythe, spear, stave, sword, wand, whip

Info=
This the information about the weapon that will be displayed when someone uses !view-info on it.

Abilities=
These are the techniques that players can buy and use with this weapon. They must be valid techniques in techniques.db to work. More than one can be listed by separating them by a period (such as technique1.technique2.technique3 etc)

Element=
Element is the elemental property of the weapon. Set to none if you don't want the weapon to have any. Valid elements: earth, fire, ice, lightning, water, wind, none

Hits=
Hits is the # of times the weapon hits for. You can set it to be static, 1-8, or you can make it random. To make it random, use $rand(1,#) where # is the max # of hits you want it to have.

BasePower=
BasePower is the starting damage value of a weapon.

Upgrade=
Upgrade is the base cost of red orbs it takes to upgrade the weapon.

IgnoreDefense=
IgnoreDefense is a special value that allows the weapon to ignore some of a target's defense. This can be 0 to 100. It's a percent value, so 100% will ignore the target's defense completely.

HurtEthereal=
HurtEthereal is a special flag that allows the weapon to hurt Ethereal monsters. Set this to true or false. If set false (or the value is missing), the weapon will go through an Ethereal monster doing 0 damage. This flag will also apply to techs if it is set.

2Handed=
2Handed is a flag that tells the bot if the weapon requires both hands to use. Set this to true or false.

EnergyCost=
If the weapon is a mech weapon then it needs an EnergyCost amount that it takes to attack via melee

CanShieldReflect=
CanShieldReflect is a special flag where if set to true then the attack will always be countered if the target is using a shield. Think Deku Scrubs from Zelda. It's normally not set or set to false.

CanCounter=
CanCounter is set to true/false. If set to true there's a small chance that the attack can be countered by the target.

SpecialWeapon= SpecialWeapon is set to true/false. If set to true the cost of the weapon can be 0 without flagging the anti-cheat system

LinkedWeapon= LinkedWeapon is a flag that can be used to link two weapons. Meaning you can make a weapon pair that can be stronger if used together, or only certain techs can be used if the pair is equipped. Example from the Agni and Rudra pair:
[Agni]
Abilities=AerialCross.JetStream $+ $iif($weapon.linkcheck($1, Rudra) = true, .Tempest)
BasePower=$iif($weapon.linkcheck($1, Rudra) = true, 50, 20)
LinkedWeapon=Rudra

Then for the other weapon, you just change the name on the $iif($weapon.linkcheck parts.

AmmoRequired=
If the weapon requires the use of ammo or not. If the weapon does use ammo, then this flag will also be applied to weapon techs automatically.

AmmoAmountNeeded=
The amount of ammo needed for the weapon.

[WeaponName+1]
A weapon with a +1 at the end of the name will make it show up as blue text in a player weapon list, or if the !look or !look [player] commands are used while it's equipped.

Legendary=
If the weapon is legendary or not. All this does is make the weapon name be in yellow/gold text so that it stands out in the player weapon list, or if the !look or !look [player] commands are used while it's equipped.

MinLevel=
The minimum level needed to use weapons. Useful if you want certain weapons to only be used when players are at the level or above.


SHIELD TEMPLATE AND FLAG EXPLANATION


;======================
;Small block more, but absorb less. Medium are between small and large in terms on block and absorb. Large block least but absorb most. ;* Two exceptions for this will be the legendary Aegis and Ochain shields.
;======================
[ShieldName]
Cost=
Type=Shield
Info=
Hits=0
BasePower=
Upgrade=0
BlockChance=
AbsorbAmount=
MinLevel=


Cost=
This is the cost of the weapon in black orbs. If the cost is set to 0 and SpecialWeapon is not set to true, players will be unable to use this weapon without flagging the anti-cheat mechanism.

Info=
This the information about the weapon that will be displayed when someone uses !view-info on it.

BasePower=
BasePower currently does nothing for shields. You can set a number to what you feel would be appropriate if this is changed in the future.

BlockChance=
Determines how often the shield can block. BlockChance works as a percent, so 10% would block 10% of the time, while 100% would block every single time.

AbsorbAmount=
Determines how much damage the shield absorbs. This also works as a percent, so 10% would absorb 10% of damage when a block happens, 100% would absorb all damage.

MinLevel= The minimum level needed to use shields. Useful if you want certain shields to only be used when players are at the level or above.

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