A toolkit for adding weapons to Stick Fight: models, behaviours, effects and sounds, with 12 new weapon categories and modded weapons all on Menu Overhaul's WEAPONS screen. Local play only.
Fixed a crash when a modded weapon ran out of ammo and was thrown away (the thrown-away copy got an invalid mass setting).
Ice and other breakable map pieces now break under modded projectiles and explosions, like under the game's bullets. For modders: Hits.Break and Hits.BreakAlong (for beams and cuts).
The game's own weapons always keep their own look: if anything swaps a material on one of their parts, it's put back (and logged).
The look guard also removes extra parts that end up on a game weapon (or on the player template that new players copy) and restores colours or pictures changed on the game weapons' own materials. It checks when a weapon is taken out and when the WEAPONS screen shows it, and logs each fix once. Parts the game keeps hidden (the Pistol's orange rear box) are switched back off, even on a weapon that's being held.
WeaponBehaviour.SetVisible(true) no longer shows parts that the model keeps hidden.
Debug: [Debug] SpawnFromMenu (off by default): RT on the WEAPONS screen closes the menu and puts the highlighted weapon in your hands. Local play only.
1.0.3
Every game weapon on the WEAPONS screen has a description now (the snake weapons keep theirs, which change with PoisonGuns).
Modded weapons no longer push against the player holding them (their parts used to shove the hand and arm, so some drooped off the aim or dragged their holder along).
Modded weapons built on the Sword or Spear now shoot, throw and attach things from their model's muzzle instead of from the hand (those bases have no muzzle of their own).
Look-only model parts built while a weapon is picked up (WeaponModels.Build from OnEquip, e.g. a flail's chain) no longer keep a collider.
For modders: WeaponDefinition.Stats sets what the WEAPONS screen shows (e.g. the real damage of a weapon that deals its own, instead of the numbers of the weapon it's built on).
For modders: Deflect.Add can take a function that picks where each deflected shot goes (e.g. at the nearest opponent), for the game's bullets and the framework's projectiles alike.
1.0.2
The WEAPONS screen's preview shows a modded weapon's own model even before any player has carried it, instead of the weapon it was built from (Blink Katana showed as the sword).
1.0.1
The Bouncer is now under RIFLES instead of SHOTGUNS.
A category switched off on the weapons screen now always stops its weapons spawning, also when a weapon mod spells the category's id with different capitals. Moving a weapon to another category (WeaponRegistry.SetCategory) now applies to the spawns straight away.
A weapon whose pickup couldn't be made is left out of the spawns instead of making the game throw an error each time it was drawn.
A modded weapon that runs out of ammo no longer leaves its code running on the dropped copy until the map changes.
Smoother with many modded weapons around: held weapons' hooks, the framework's projectiles and placed gadgets (mines, traps) make far less garbage each frame.
A weapon mod's hook that throws an error is reported once instead of every frame; the same for a spawn-weight provider failing on a weapon.
1.0.0
First release.
12 weapon categories and modded weapons (marked MOD) on Menu Overhaul's WEAPONS screen (Menu Overhaul is required), with choices saved per weapon.
Drop chances and ticket sliders on every weapon with Spawn Rate Changer 1.1.0 or later.
An API for adding weapons and categories: models, hooks, alternative fire, charging, projectiles, explosions, deployables, status effects, deflection, effects and sounds.
Custom sounds for any weapon from a folder of .wav files.
Debug keys and a training mode for making weapons.
Local play only: online matches use the game's own weapons and odds.
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