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@fowlmouth
Created February 23, 2013 13:05
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{
"items":{
"Neutron Bomb": {
"fire": {
"cooldown":90,
"misfire-chance":2,
"energy-cost":300
},
"projectile": {
"fire-angle": 0, //fire from the front
"lifetime": 1000, //last for 1000 ms
"inherit-velocity": 1250, //start at 125% velocity
"base-velocity": 87,
"anim": {
"file": "bullets/EnergyBombD2_24x24.png",
"delay": 40,
"mode": "loop"
},
"trail": {
"anim":{
"file":"bullets/EBombTrail_20x20.png",
"delay":20},
"delay": 60
},
"explosion": {
"sound": "ebomb3.wav",
"anim": {
"file":"explosions/laserHit2_64x64.png",
"delay":15},
"radius": 80, //radius of damage effect
"effect": [ //special effects
{"type": "gravity", "force": 800, "radius": 128}
]
}
}
},
"Team Refresh": {
"fire": {
"cooldown":90,
"misfire-chance":9,
"energy-cost":700,
"sound":"heal1.wav"
},
"projectile": {
"target": "team",
"damage": {
"radius": 150,
"energy": -500
}
//no anim so no graphic
},
},
"Bio Cannon": {
"fire": {
"cooldown": 80,
"sound": "gun1.wav"
},
"projectile": {
"anim": {
"file": "bullets/MassDriver_14x14.png",
"delay":40
}
}
},
"Dem Lasers": {
},
"Dual Bio Cannon": {
"fire": {
"energy-cost": 180,
"cooldown": 110,
"misfire-chance": 2
},
"multi-projectile": [
{ "from": "Bio Cannon",// these are projectile records
"barrel-delta": [-6, 0] },
{ "from": "Bio Cannon",//`from' copies another record
"barrel-delta": [6, 0] }
]
},
"Cluster Mine": {
}
},
"vehicles": {
"Masta": {
"anim": {"file": "ships/skith/Mastakith_54x54.png"}
}
} }
@animation /
file
delay frame delay
mode="loop" animation mode
vehicles /
anim ship @animation
items /
projectile / physical projectile on the map
from item to copy information from (not a field)
anim Animation for the bullet
base-velocity
inherit-velocity
lifetime bullet lifetime in milliseconds
fire-angle fire offset in degrees (180 to fire behind the ship)
barrel-delta [x, y] offset from the normal barrel
proximity
trail / bullet trail
anim
delay delay between trail graphics
explosion /
target who is effected by the expl
sound
anim animation for the expl
effect [/ special effect
type hardwired effect type (emp, jam, gravity)
radius
arguments]
damage /
radius area of damage
energy
health
multi-projectile list of projectiles to fire at once
fire /
energy-cost
misfire-chance
recoil
sound
cooldown time between rounds
reload=0 time between reloading after spending all rounds
rounds=1 rounds per clip
shop /
buy-price
sell-price
min-exp
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