diff --git a/doc/EFFECT_ON_CONDITION.md b/doc/EFFECT_ON_CONDITION.md index d86a80e5ef686..16aa0756c0dcc 100644 --- a/doc/EFFECT_ON_CONDITION.md +++ b/doc/EFFECT_ON_CONDITION.md @@ -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" ] }, ``` @@ -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" } ``` @@ -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" } ``` @@ -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` diff --git a/doc/JSON_INFO.md b/doc/JSON_INFO.md index 9838289b69d00..1b24eab887ce7 100644 --- a/doc/JSON_INFO.md +++ b/doc/JSON_INFO.md @@ -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" diff --git a/doc/MARTIALART_JSON.md b/doc/MARTIALART_JSON.md index db70577fe4088..47bfc3d8cd2d7 100644 --- a/doc/MARTIALART_JSON.md +++ b/doc/MARTIALART_JSON.md @@ -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 @@ -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