From Meridian 59 - Open Source Wiki
|Weapon||Type||Quality||Proficiency||Primary Stat||Value||Weight||Bulk||Attack Type Non-magic||Attack Type Magic||Attack Type Nerudite||Attack Type Bludgeon||Attack Type Thrust||Attack Type Slash|
|Short Sword||Thrust||Low||Short Sword||Aim||250||50||50||X||X|
|Spirit Hammer||Bludgeon||High||Hammer Wielding||Might||0||15||60||X||X|
|Weapon||Range||SP Modifier||Value||Weight||Bulk||Base Dmg Modifier||Attack Type Pierce||Attack Type Magic||Attack Type Nerudite|
Documentation from the source code
%%% Hard Stats Functions %%% (Range, hit chance, damage, etc)
% An explanation of how weapons work now: % Weapons can now be described as a combination of two different aspects, type and quality. % The three types of weapons are thrusting (swords), bludgeoning, and slashing (heavy weapons). % These three types of weapons have attributes as follows:
% Type Hit Mod Damage Disarm Spell Range % ---------------------------------------------------------- % Bludgeon Mid Mid Low High Low % Thrust High Low High Mid High % Slash Low High Mid Low Mid
% These aspects are defined with the appropriate constants in Blakston.khd % In general, High is desirable and Low is not. So, a thrusting weapons hits % more often than a slashing one does, but it does less damage, etc. % % Weapons can also have quality. Current, the four types of quality are high, low, % normal and nerudite. These also have constants defined. In general, the lower the % quality, the worse it makes the weapon. The exception is spell bonus; higher quality % weapons actually give less bonus than lower quality weapons % % Nerudite isn't really comparable to the other qualities, but this was the best way to % describe the weapon. % % So, now, all you should really do is define the type of weapons and its relative % quality. Weapon will handle the rest.
% A ranged weapon is a weapon which you equip in your hand, type Ctrl to use, % then a target icon comes up a la apply() with which you choose your victim. % Well, at least ideally. At this point there is no good way to code that, % so ranged weapons are like normal weapons with a range of 13 (the max range % for weapons). % Ranged weapons do not break as often as melee weapons (not as much wear and % tear).
% Mostly, damage is a factor of ammo, the random factor is % in them. viWeaponDamage is the bow's contribution to that, % due to things like stiffer bowstrings, harder wood, whatever.