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-- Table structure for table `weapons`
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CREATE TABLE `weapons` (
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id INTEGER PRIMARY KEY AUTOINCREMENT NOT NULL,
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name TEXT NOT NULL, -- Text id name (short language independant name)
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techlevel TEXT NOT NULL, -- Technology level of this component
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buildPower NUMERIC NOT NULL, -- Power required to build this component
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buildPoints NUMERIC NOT NULL, -- Time required to build this component
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weight NUMERIC NOT NULL, -- Component's weight (mass?)
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hitpoints NUMERIC NOT NULL, -- Component's hitpoints - SEEMS TO BE UNUSED
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systempoints NUMERIC NOT NULL, -- Space the component takes in the droid - SEEMS TO BE UNUSED
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body NUMERIC NOT NULL, -- Component's body points
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GfxFile TEXT, -- The IMD to draw for this component
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mountGfx TEXT, -- The turret mount to use
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muzzleGfx TEXT, -- The muzzle flash
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flightGfx TEXT, -- The ammo in flight
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hitGfx TEXT, -- The ammo hitting a target
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missGfx TEXT, -- The ammo missing a target
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waterGfx TEXT, -- The ammo hitting water
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trailGfx TEXT, -- The trail used for in flight
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short_range NUMERIC NOT NULL, -- Max distance to target for short range shot
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long_range NUMERIC NOT NULL, -- Max distance to target for long range shot
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short_range_accuracy NUMERIC NOT NULL, -- Chance to hit at short range
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long_range_accuracy NUMERIC NOT NULL, -- Chance to hit at long range
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firePause NUMERIC NOT NULL, -- Time between each weapon fire
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numExplosions INTEGER NOT NULL, -- The number of explosions per shot
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rounds_per_salvo INTEGER NOT NULL, -- The number of rounds per salvo(magazine)
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reload_time_per_salvo NUMERIC NOT NULL, -- Time to reload the round of ammo (salvo fire)
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damage NUMERIC NOT NULL, -- How much damage the weapon causes
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radius NUMERIC NOT NULL, -- Basic blast radius of weapon
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radiusHit NUMERIC NOT NULL, -- Chance to hit in the blast radius
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radiusDamage NUMERIC NOT NULL, -- Damage done in the blast radius
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incenTime NUMERIC NOT NULL, -- How long the round burns
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incenDamage NUMERIC NOT NULL, -- Damage done each burn cycle
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incenRadius NUMERIC NOT NULL, -- Burn radius of the round
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directLife NUMERIC NOT NULL, -- How long a direct fire weapon is visible. Measured in 1/100 sec.
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radiusLife NUMERIC NOT NULL, -- How long a blast radius is visible
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flightSpeed NUMERIC NOT NULL, -- speed ammo travels at
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indirectHeight NUMERIC NOT NULL, -- how high the ammo travels for indirect fire
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fireOnMove TEXT NOT NULL, -- indicates whether the droid has to stop before firing
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weaponClass TEXT NOT NULL, -- the class of weapon
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weaponSubClass TEXT NOT NULL, -- the subclass to which the weapon belongs
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movement TEXT NOT NULL, -- which projectile model to use for the bullet
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weaponEffect TEXT NOT NULL, -- which type of warhead is associated with the weapon
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rotate NUMERIC NOT NULL, -- amount the weapon(turret) can rotate 0 = none
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maxElevation NUMERIC NOT NULL, -- max amount the turret can be elevated up
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minElevation NUMERIC NOT NULL, -- min amount the turret can be elevated down
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facePlayer TEXT NOT NULL, -- flag to make the (explosion) effect face the player when drawn
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faceInFlight TEXT NOT NULL, -- flag to make the inflight effect face the player when drawn
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recoilValue NUMERIC NOT NULL, -- used to compare with weight to see if recoils or not
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minRange NUMERIC NOT NULL, -- Min distance to target for shot
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lightWorld TEXT NOT NULL, -- flag to indicate whether the effect lights up the world
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effectSize NUMERIC NOT NULL, -- size of the effect 100 = normal, 50 = half etc
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surfaceToAir NUMERIC NOT NULL, -- indicates how good in the air - SHOOT_ON_GROUND, SHOOT_IN_AIR or both
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numAttackRuns NUMERIC NOT NULL, -- number of attack runs a VTOL droid can do with this weapon
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designable NUMERIC NOT NULL, -- flag to indicate whether this component can be used in the design screen
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penetrate NUMERIC NOT NULL -- flag to indicate whether pentrate droid or not