<aside> 📌
This class is set up along side a regular item to provide info on how it should behave as a murder weapon an NPC can use to kill another.
</aside>
| Parameter | Input Format | Input Details | Notes |
|---|---|---|---|
| copyDataFrom | <murder weapon> | Copy all below parameters from an existing in-game murder weapon. | |
| presetName | <name> | The name of this weapon as referred to internally. | |
| type | <integer> | 0 = handgun | |
| 1 = rifle | |||
| 2 = shotgun | |||
| 3 = blade | |||
| 4 = bluntObject | |||
| 5 = poison | |||
| 6 = strangulation | |||
| 7 = fists | What kind of weapon is this? | ||
| ammunition | [ <item>, … ] | What items are used as ammunition for this weapon? | |
| murderDifficultyModifier | <integer> | 0 - 3 | This weapons involvement in a murder case modifies how difficult the game treats the case by this much. |
| muzzleOffsetX | <float> | Local muzzle position relative to the pivot. | |
| muzzleOffsetY | <float> | Local muzzle position relative to the pivot. | |
| muzzleOffsetZ | <float> | Local muzzle position relative to the pivot. | |
| brassEjectOffsetX | <float> | Local brass eject point relative to the pivot. | |
| brassEjectOffsetY | <float> | Local brass eject point relative to the pivot. | |
| brassEjectOffsetZ | <float> | Local brass eject point relative to the pivot. | |
| itemRightOverride | <prefab> | This prefab is held in NPCs right hand. | |
| itemRightLocalPosX | <float> | Local position of held prefab. | |
| itemRightLocalPosY | <float> | Local position of held prefab. | |
| itemRightLocalPosZ | <float> | Local position of held prefab. | |
| itemRightLocalEulerX | <float> | Local rotation of held prefab. | |
| itemRightLocalEulerY | <float> | Local rotation of held prefab. | |
| itemRightLocalEulerZ | <float> | Local rotation of held prefab. | |
| itemLeftOverride | <prefab> | This prefab is held in NPCs left hand. | |
| itemLeftLocalPosX | <float> | Local position of held prefab. | |
| itemLeftLocalPosY | <float> | Local position of held prefab. | |
| itemLeftLocalPosZ | <float> | Local position of held prefab. | |
| itemLeftLocalEulerX | <float> | Local rotation of held prefab. | |
| itemLeftLocalEulerY | <float> | Local rotation of held prefab. | |
| itemLeftLocalEulerZ | <float> | Local rotation of held prefab. | |
| overideUsesCarryAnimation | true/false | Override the carry animation as defined by the item preset. | |
| overrideCarryAnimation | <integer> | The override of the carry animation. | |
| usedInPersonalDefence | true/false | If true, citizens may carry this about to defend themselves. | |
| disabled | true/false | Can be set for disabling this weapon. | |
| basePriority | <integer> | 0 - 10 | Between 0 and 10 how common is this weapon for spawning upon generation of a new city? |
| socialClassRangeMin | <float> | The minimum social class the citizen has to be to spawn with this weapon. | |
| socialClassRangeMax | <float> | The maximum social class the citizen has to be to spawn with this weapon. | |
| citizenSpawningWithScore | <integer> | Adds to chance /10 of spawning with this weapon for the trait conditions below. | |
| personalDefenceTraitModifiers1 | [ true/false, <float>, <integer>, <character trait>, … ] | Element 0 = mustPassForApplication | |
| Element 1 = scoreModifier | |||
| Element 2 = | |||
| 0 = ifAnyOfThese | |||
| 1 = ifAllOfThese | |||
| 2 = ifNoneOfThese | |||
| 3 = ifPartnerAnyOfThese | |||
| Element 3+ = <character trait> | Pass the correct values into this to configure a citizen modifier check for spawning this item. | ||
| personalDefenceTraitModifiers2 | [ true/false, <float>, <integer>, <character trait>, … ] | Element 0 = mustPassForApplication | |
| Element 1 = scoreModifier | |||
| Element 2 = | |||
| 0 = ifAnyOfThese | |||
| 1 = ifAllOfThese | |||
| 2 = ifNoneOfThese | |||
| 3 = ifPartnerAnyOfThese | |||
| Element 3+ = <character trait> | Pass the correct values into this to configure a citizen modifier check for spawning this item. | ||
| personalDefenceTraitModifiers3 | [ true/false, <float>, <integer>, <character trait>, … ] | Element 0 = mustPassForApplication | |
| Element 1 = scoreModifier | |||
| Element 2 = | |||
| 0 = ifAnyOfThese | |||
| 1 = ifAllOfThese | |||
| 2 = ifNoneOfThese | |||
| 3 = ifPartnerAnyOfThese | |||
| Element 3+ = <character trait> | Pass the correct values into this to configure a citizen modifier check for spawning this item. | ||
| jobModifierList | [ <occupation>, … ] | List of occupations that if a citizen has will boost the chance of spawning by the following amount. | |
| jobScoreModifier | <integer> | Chance /10 boosted by this amount. | |
| drawnNerveModifier | <float> | How this impacts nerve levels of a citizen if drawn. | |
| barkTriggerChance | <float> | 0 - 1 | Chance of triggering a bark if this weapon is drawn. |
| bark | <integer> | 0 = persuit | |
| 1 = lostTarget | |||
| 2 = answeringDoor | |||
| 3 = answerDoor | |||
| 4 = giveUpSearch | |||
| 5 = hearsSuspicious | |||
| 6 = seesSuspicious | |||
| 7 = enforcerRadio | |||
| 8 = idleSounds | |||
| 9 = discoverTamper | |||
| 7 = fallOffChair | |||
| 8 = sleeping | |||
| 9 = yawn | |||
| 10 = hearsObject | |||
| 11 = stench | |||
| 12 = seeBody | |||
| 13 = examineBody | |||
| 14 = mourn | |||
| 15 = enforcersKnock | |||
| 16 = scared | |||
| 17 = cower | |||
| 18 = attack | |||
| 19 = confrontMessingAround | |||
| 20 = pickUpMisplaced | |||
| 21 = takeDamage | |||
| 22 = frustration | |||
| 23 = outOfBreath | |||
| 24 = cold | |||
| 25 = drunkIdle | |||
| 26 = targetDown | |||
| 27 = restrained | |||
| 28 = restrainedIdle | |||
| 29 = dazed | |||
| 30 = trespass | |||
| 31 = threatenByItem | |||
| 32 = threatenByCombat | |||
| 33 = soundAlarm | |||
| 34 = doorBlocked | |||
| 35 = spooked | |||
| 36 = exposedConfront | |||
| 37 = spookConfront | |||
| 38 = loiteringConfront | |||
| 39 = trespassClosed | |||
| 40 = trespassLoiter | |||
| 41 = fameAndFortune | |||
| 42 = rat | Bark as described above type. | ||
| incomingNerveDamageMultiplier | <float> | With this weapon, multiply incoming nerve damage by this. | |
| attackTriggerPoint | <float> | 0 - 1 | At what point during the attack is the trigger executed? Normalized value. |
| attackRemovePoint | <float> | 0 - 1 | At what point during the attack is the trigger removed? Normalized value. |
| shots | <integer> | How many shots are fired per attack? | |
| weaponMaxRangeMin | <float> | The lower tier of the weapon max range. | |
| weaponMaxRangeMax | <float> | The upper tier of the weapon max range. | |
| minimumRange | <float> | Minimum range of the weapon. | |
| maximumBulletRange | <float> | Maximum (bullet) range of the weapon. | |
| weaponRangeLerpSource | <integer> | 0 = zero (min) | |
| 1 = one = (max) | |||
| 2 = random (0 - 1) | |||
| 3 = combatSkill | |||
| 4 = combatHeft | Choose what governs the weapon’s maximum range. Zero = min, One = Max. You can also use random or the NPCs skill level. | ||
| fireDelayMin | <float> | The lower tier of the weapon fire delay. | |
| fireDelayMax | <float> | The upper tier of the weapon fire delay. | |
| fireDelayLerpSource | <integer> | 0 = zero (min) | |
| 1 = one = (max) | |||
| 2 = random (0 - 1) | |||
| 3 = combatSkill | |||
| 4 = combatHeft | Choose what governs the weapon’s fire delay. Zero = min, One = Max. You can also use random or the NPCs skill level. | ||
| attackAccuracyMin | <float> | The lower tier of the weapon accuracy. | |
| attackAccuracyMax | <float> | The upper tier of the weapon accuracy. | |
| attackAccuracyLerpSource | <integer> | 0 = zero (min) | |
| 1 = one = (max) | |||
| 2 = random (0 - 1) | |||
| 3 = combatSkill | |||
| 4 = combatHeft | Choose what governs the weapon’s accuracy. Zero = min, One = Max. You can also use random or the NPCs skill level. | ||
| attackDamageMin | <float> | The lower tier of the weapon damage. | |
| attackDamageMax | <float> | The upper tier of the weapon damage. | |
| attackDamageLerpSource | <integer> | 0 = zero (min) | |
| 1 = one = (max) | |||
| 2 = random (0 - 1) | |||
| 3 = combatSkill | |||
| 4 = combatHeft | Choose what governs the weapon’s damage. Zero = min, One = Max. You can also use random or the NPCs skill level. | ||
| applyPoison | <float> | Does this weapon apply poison with a hit? (How much) | |
| shellCasing | <item> | This item spawns for each attack. | |
| ejectBrassSetting | <integer> | 0 = none | |
| 1 = onFire | |||
| 2 = onPumpAction | |||
| 3 = revolver | When does the ejected brass appear? | ||
| bulletHole | <item> | This item spawns as a bullet hole. | |
| glassBulletHole | <item> | This item spawns as a bullet hole on glass panes. | |
| entryWound | <item> | This item spawns as an entry wound. | |
| bulletRicochet | <prefab> | This prefab spawns as a bullet ricochet. | |
| bulletImpactSpray | <prefab> | This prefab spawns as a bullet impact spray. | |
| muzzleFlash | <prefab> | This prefab spawns as a muzzle flash. | |
| bloodPoolAmount | <float> | Amount of blood that pools around a dead victim of this weapon. | |
| forwardSpatter | <spatter pattern> | Forward spatter pattern. | |
| backSpatter | <spatter pattern> | Back spatter pattern. |