Code: Select all
"ObjectNum","Descriptor","WeaponSkillName","mass","MonetaryValue","Durability","ChargeSpeed","ChargeMin","ChargeMax","DamageModBash","DamageModSlash","DamageModStab"
0,a_hand axe,axe,24,20,10,25,90,160,4,6,2
1,a_battle axe,axe,40,60,34,5,70,220,7,14,2
2,an_axe,axe,32,100,25,13,80,190,6,10,8
3,a_dagger,sword,8,20,5,30,100,145,2,4,5
4,a_shortsword,sword,16,50,18,20,90,170,3,6,6
5,a_longsword,sword,24,80,28,15,80,190,4,10,8
6,a_broadsword,sword,32,100,34,9,70,205,6,13,10
7,a_cudgel,mace,16,15,2,20,95,145,6,3,2
8,a_light mace,mace,24,55,15,15,85,175,10,6,4
9,a_mace,mace,32,90,25,9,75,190,16,8,5
10,a_shiny sword,sword,34,0,255,11,70,190,7,14,11
11,a_jeweled axe,axe,32,250,255,8,75,200,8,13,5
12,a_black sword,sword,36,200,255,5,60,200,7,15,12
13,a_jeweled sword,sword,28,250,255,11,70,190,7,14,11
14,a_jeweled mace,mace,28,250,255,6,65,220,17,9,5
15,a_fist,unarmed,0,0,255,15,90,140,4,2,3
I haven't yet figured out what to do with the charge min max and speed - how to translate those into something I can use in my gzdoom code.
Also note that although the fist uses the same animation for all three attacks, they do indeed have different damage modifiers.
Mass/10 = weight in stones.
Durability 255 weapons are indestructible - the jeweled and unique weapons.