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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.

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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.