ExtraWeaponCustomization
Adds additional gun mechanics for rundown developers to use. These include:
Effects - Apply when a condition is triggered
- Ammo Mod: Modifies the magazine/reserve ammo counts.
- Damage Mod: Applies a damage modifier.
- Damage Mod Per Target: Applies a damage modifier unique to each target. [Hits only]
- Damage Over Time: Applies a damage over time effect. [Hits only]
- Explosive: Causes explosions where bullets land. [Bullet fired only]
- Fire Rate Mod: Applies a fire rate modifier.
- Heal Mod: Modifies the user's health.
Traits - Innate gun behavior modifications
- Accelerate: Fire rate and/or damage changes with continuous fire.
- Ammopack Refill: Specify the % of reserves ammopacks refill.
- Auto Aim: Automatically fire toward targets.
- Auto Trigger: Hold the trigger to fire. [Semi or Burst weapons only]
- Enforce Fire Rate: Increases damage/ammo cost when FPS is lower than fire rate. [Automatic weapons only]
- Hold Burst: Releasing the trigger ends a burst early. [Burst weapons only]
- Reserve Clip: Combines reserve ammo with the magazine.
Additional details for customizing/implementing these can be found on the wiki:
Note: Doesn't seem to work well on Bots.
Patch Notes
v1.3.0
Features & Adjustments
- Accelerate
- Added field "Damage Stack Layer": Determines how the damage modifier stacks with other damage modifier effects.
- DamageMod, DamageModPerTarget, FireRateMod
- Added field "Stack Layer": Determines how the effect modifier stacks with different effects. Set to "Multiply" by default (matches existing behavior).
- "Stack Type" now uses "Add" by default rather than "None".
- DamageModPerTarget
- Now also supports the new TriggerType "On Damage" (Previously only allowed "On Hit")
- DamageOverTime, Explosive
- Now benefit from backstab bonus.
- Added field "Ignore Backstab": Disables the backstab bonus. Off by default.
- TriggerType
- Added type "On Damage": Triggers on any damage dealt (bullet, DOT, explosive) and scales the effect with damage dealt.
- Added type "On Precision Damage": Same as "On Damage", but only on precision hits.
- Misc
- Damage multipliers now affect friendly fire damage.
- Improved LiveEdit support and logging.
- Prints all found archetype IDs on load/file edit, rather than only replaced IDs.
- Prints warnings when duplicate archetype IDs are found.
- Supports file creation and deletion during runtime.
- Applies custom data objects added to held weapons that did not originally have one.
- Correctly removes stashed custom data objects when they are removed from their file.
Bug Fixes
- Explosive
- Fixed damage modifiers not applying correctly.
- HealthMod
- Now exists in the template file.
- Misc
- Effects now reset on elevator drop.
- Fixed incompatibility with ExtraObjectiveSetup.
v1.2.0
Features & Adjustments
- New effect: Heal Mod
- Allows giving or taking health from the user when triggered.
- Accelerate
- Now compatible with Semi-Automatic and Burst weapons.
- Auto Aim
- Added field "Favor Look Point": Prioritizes the user's aim if they are looking directly at an enemy.
- Added field "Lock While Empty": Allows locking while the clip is empty or during reloads. On by default.
- Now immediately searches for a new target if the current target dies (previously only updated on a tick every 1/4 second).
- Damage Mod, Damage Mod Per Target
- "OnHit" and "OnHitExplosion" triggers from explosions no longer effect the bullet that hit the enemy on a direct hit.
- Damage Mod, Damage Mod Per Target, Fire Rate Mod
- Added field "Cap": Sets a maximum or minimum total modifier.
- Damage Over Time, Explosive
- Added field "IgnoreDamageMods": Ignores damage modifiers when calculating damage dealt.
- Trigger Type
- Added type "OnPrecisionHit": Triggers on weakspot hit. Has subtypes like "OnHit", e.g. "OnPrecisionHitBullet".
- Added type "OnPrecisionKill": Triggers when an enemy is killed with a weakspot hit.
- Misc
- Editing the file now updates weapons in your hands rather than requiring you to change loadout.
Bug Fixes
- Accelerate, Fire Rate Mod
- Fixed weapon audio being incorrect on the first shot after fire rate changed
- Ammo Mod
- Fixed cases where clip could underfill or overfill by 1
- Auto Aim
- Fixed issues with Auto Aim reticle not appearing when it should
- Trigger Type
- OnKill now triggers on the weapon that got the kill rather than held weapon
- Misc
- Changed networking logic, should fix some issues and work closer to vanilla networking
- Fixed some cases where weapon effects or audio would trigger when the weapon shouldn't fire
v1.1.4
- Fixed semi-automatics and burst weapons having the wrong fire rate (real final fix)
v1.1.3
- Fixed bricking semi-automatics and burst weapons
v1.1.2
- Fixed Explosives triggering on other players than the one who fired
- Semi-Automatics and Burst weapons now work better with fire rate modifications
v1.1.1
- Fixed multiple weapons with the same archetype sharing property behavior/causing issues
- Fixed multiple auto aim weapons causing issues with the others
- Fixed ReserveClip causing errors when using ammo packs
- (Potentially) Fixed errors with favorited weapons
v1.1.0
- Ammo Mod
- Now accepts decimal values. Decimals accrue in the background until a whole number is reached.
- Explosive
- Moved to effects (can have multiple different ones on a gun)
- Fixed piercing weapons causing extra explosions on the same enemy.
- Fire Rate Accel
- Renamed to Accelerate
- Can now change damage
- Damage Mod and Damage Mod Per Target
- Now affect Damage Over Time and Explosive
- Added a ResetTriggerType to clear all modifier stacks on a trigger condition
- OnHit Trigger
- Now also occurs on explosive hits.
- Added OnHitBullet and OnHitExplosive for specific hit types.
- Misc
- Fixed sentries using your currently held weapon's effects.
v1.0.0