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Few docs fixes (#68738)
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* initial commit

* document gun overheating

* even more

* Update doc/EFFECT_ON_CONDITION.md
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GuardianDll authored Oct 22, 2023
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10 changes: 5 additions & 5 deletions doc/EFFECT_ON_CONDITION.md
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Expand Up @@ -255,7 +255,7 @@ return true if alpha talker is female
"condition": "npc_female",
```

return true if beta talker is male or female; return false, if talker is not capable to have a gender (if monster, for example, can be used if you want to target only alpha or beta talkers)
return true if beta talker is male or female; return false, if talker is not capable to have a gender (if monster, for example, can be used if you want to target only player or NPC)
```json
"condition": { "or": [ "npc_male", "npc_female" ] },
```
Expand Down Expand Up @@ -624,12 +624,12 @@ checks do you have aikido stance active
| ✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |

#### Examples

You have equipped an item that you can stow
```json
"u_can_stow_weapon"
```

You have equipped an item with
You have equipped an item that you can not stow, either because it's bionic pseudoitem, you have no space to store it, or by any another reason
```json
{ "not": "u_can_stow_weapon" }
```
Expand All @@ -655,7 +655,7 @@ You have equipped an item with
{ "not": "u_can_drop_weapon" }
```


`u_has_wielded_with_flag` may be used to replicate the effect
```json
{ "u_has_wielded_with_flag": "NO_UNWIELD" }
```
Expand Down Expand Up @@ -2154,7 +2154,7 @@ You increase the HP of your minor parts to 50, if possible

You heal your right leg for 10 HP; in detail, you set the HP of your right leg to be 10 HP bigger than it's current HP; what people could do to not add `u_adjust_hp` XD
```json
{ "u_set_hp": { "math": { "u_hp('leg_r') + 10" } }, "target_part": "leg_r" }
{ "u_set_hp": { "math": [ "u_hp('leg_r') + 10" ] }, "target_part": "leg_r" }
```

#### `u_die``npc_die`
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3 changes: 3 additions & 0 deletions doc/JSON_INFO.md
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Expand Up @@ -3896,6 +3896,9 @@ Guns can be defined like this:
"faults": [ "fault_gun_dirt", "fault_gun_chamber_spent" ], // Type of faults, that can be applied to this gun; usually are inherited from single abstract like rifle_base, but exceptions exist
"handling": 10 // handling of the weapon; better handling means less recoil
"energy_drain": "2 kJ", // Additionally to the normal ammo (if any), a gun can require some electric energy. Drains from battery in gun. Use flags "USE_UPS" and "USES_BIONIC_POWER" to drain other sources. This also works on mods. Attaching a mod with energy_drain will add/increase drain on the weapon.
"heat_per_shot": 10, // Each shot from this weapon adds this amount of heat
"cooling_value": 3, // Amount of heat value, that is reduced every turn
"overheat_threshold": 100, // Heat value, at which fault may occur, see #Item faults; values below zero mean item won't be able to fault
"ammo_to_fire" 1, // Amount of ammo used
"modes": [ [ "DEFAULT", "semi-auto", 1 ], [ "AUTO", "auto", 4 ] ], // Firing modes on this gun, DEFAULT,AUTO, or MELEE followed by the name of the mode displayed in game, and finally the number of shots of the mod.
"reload": 450, // Amount of time to reload, 100 = 1 second = 1 "turn"
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3 changes: 2 additions & 1 deletion doc/MARTIALART_JSON.md
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Expand Up @@ -86,6 +86,7 @@
"required_char_flags": [ "" ], // List of "character" (bionic, trait, effect or bodypart) flags the character needs to be able to use this technique
"required_char_flags_all": [ ""], // This technique requires all of the listed character flags to trigger
"forbidden_char_flags": [ "" ], // List of character flags disabling this technique
"needs_ammo": true, // Technique works only if weapon is loaded; Consume 1 charge per attack
"crit_tec": true, // This technique only works on a critical hit
"crit_ok": true, // This technique works on both normal and critical hits
"attack_override": false, // This technique replaces the base attack it triggered on, nulling damage and movecost (instead using the tech's flat_bonuses), and counts as unarmed for the purposes of skill training and special melee effects
Expand All @@ -95,7 +96,7 @@
"repeat_max": 1,
"knockback_dist": 1, // Distance target is knocked back
"knockback_spread": 1, // The knockback may not send the target straight back
"knockback_follow": 1, // Attacker will follow target if they are knocked back
"knockback_follow": true, // Attacker will follow target if they are knocked back
"stun_dur": 2, // Duration that target is stunned for
"down_dur": 2, // Duration that target is downed for
"side_switch": true, // Technique moves the target behind user
Expand Down

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