Freak-Fortress-2-Rewrite
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[Request] Update rage_new_weapon attribute syntax(?) to be the same as the boss weapon
Allow rage_new_weapon to use the same syntax and features as defining the bosses weapon.
Improved readability of the rage_new_weapon(s) attributes, easier development; and maybe identical support for attributes as the standard weapon (if not already).
Config Example Before (Easter Demo):
"rage_new_weapon"
{
"slot" "0"
"classname" "tf_weapon_grenadelauncher"
"attributes" "2 ; 3.0 ; 6 ; 0.1 ; 15 ; 0 ; 37 ; 0.0 ; 59 ; 0.0 ; 207 ; 0.0 ; 280 ; 17 ; 411 ; 150.0 ; 413 ; 1 ; 467 ; 1 ; 477 ; 1"
"preserve" "true"
"clip" "38+n"
"ammo" "0"
"force switch" "true"
"index" "19"
"quality" "15"
"rank" "19"
"show" "true"
"plugin_name" "ff2r_default_abilities"
}
Config Example After (Easter Demo):
"rage_new_weapon"
{
"slot" "0"
"classname" "tf_weapon_grenadelauncher"
"attributes"
{
"damage bonus" "3.0"
"fire rate bonus" "0.1"
"crit mod disabled" "0"
"hidden primary max ammo bonus" "0.0"
"self dmg push force decreased" "0.0"
"blast dmg to self increased" "0.0"
"override projectile type" "17"
"projectile spread angle penalty" "150.0"
"auto fires full clip" "1"
"grenade not explode on impact" "1"
"cannonball push back" "1"
}
"preserve" "true"
"clip" "38+n"
"ammo" "0"
"force switch" "true"
"index" "19"
"quality" "15"
"rank" "19"
"show" "true"
"plugin_name" "ff2r_default_abilities"
}
I just like being consistent. After making the boss weapon, I tried to make their rage_new_weapon using the same syntax, it did not inherit the attributes, and only accepted the original syntax shown in the first example.