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<title>Castle Game Engine: CastleItems: Class TItemWeaponResource</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TItemWeaponResource"></a><h1 class="cio">Class TItemWeaponResource</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleItems.html">CastleItems</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TItemWeaponResource = class(<a class="normal" href="CastleItems.TItemResource.html">TItemResource</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Weapon that can make an immiediate attack (short-range/shoot) or fire a missile.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleResources.T3DResource.html">T3DResource</a></li>
<li class="ancestor"><a class="normal" href="CastleItems.TItemResource.html">TItemResource</a></li>
<li class="thisitem">TItemWeaponResource</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code>internal const <b><a href="CastleItems.TItemWeaponResource.html#DefaultAttackTime">DefaultAttackTime</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageConst">DefaultAttackDamageConst</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageRandom">DefaultAttackDamageRandom</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleItems.TItemWeaponResource.html#DefaultAttackKnockbackDistance">DefaultAttackKnockbackDistance</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleItems.TItemWeaponResource.html#DefaultAttackShoot">DefaultAttackShoot</a></b> = false;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a href="CastleItems.TItemWeaponResource.html#ItemClass">ItemClass</a></b>: <a href="CastleItems.html#TInventoryItemClass">TInventoryItemClass</a>; override;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleItems.TItemWeaponResource.html#Create">Create</a></b>(const AName: string); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleItems.TItemWeaponResource.html#LoadFromFile">LoadFromFile</a></b>(ResourceConfig: <a href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#EquippingSound">EquippingSound</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FEquippingSound write FEquippingSound;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#AttackAnimation">AttackAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FAttackAnimation;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#ReadyAnimation">ReadyAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FReadyAnimation;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#AttackTime">AttackTime</a></b>: Single read FAttackTime write FAttackTime
default <a href="CastleItems.TItemWeaponResource.html#DefaultAttackTime">DefaultAttackTime</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#AttackSoundStart">AttackSoundStart</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FAttackSoundStart write FAttackSoundStart default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#AttackAmmo">AttackAmmo</a></b>: string read FAttackAmmo write FAttackAmmo;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#AttackDamageConst">AttackDamageConst</a></b>: Single read FAttackDamageConst write FAttackDamageConst
default <a href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageConst">DefaultAttackDamageConst</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#AttackDamageRandom">AttackDamageRandom</a></b>: Single read FAttackDamageRandom write FAttackDamageRandom
default <a href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageRandom">DefaultAttackDamageRandom</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#AttackKnockbackDistance">AttackKnockbackDistance</a></b>: Single
read FAttackKnockbackDistance write FAttackKnockbackDistance
default <a href="CastleItems.TItemWeaponResource.html#DefaultAttackKnockbackDistance">DefaultAttackKnockbackDistance</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#AttackShoot">AttackShoot</a></b>: boolean read FAttackShoot write FAttackShoot
default <a href="CastleItems.TItemWeaponResource.html#DefaultAttackShoot">DefaultAttackShoot</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#AttackSoundHit">AttackSoundHit</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a> read FAttackSoundHit write FAttackSoundHit;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#FireMissileName">FireMissileName</a></b>: string read FFireMissileName write FFireMissileName;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleItems.TItemWeaponResource.html#FireMissileSound">FireMissileSound</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a> read FFireMissileSound write FFireMissileSound default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultAttackTime"></a><code>internal const <b>DefaultAttackTime</b> = 0.0;</code></td>
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<td class="itemcode"><a name="DefaultAttackDamageConst"></a><code>internal const <b>DefaultAttackDamageConst</b> = 0.0;</code></td>
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<td class="itemcode"><a name="DefaultAttackDamageRandom"></a><code>internal const <b>DefaultAttackDamageRandom</b> = 0.0;</code></td>
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<td class="itemcode"><a name="DefaultAttackKnockbackDistance"></a><code>internal const <b>DefaultAttackKnockbackDistance</b> = 0.0;</code></td>
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<td class="itemcode"><a name="DefaultAttackShoot"></a><code>internal const <b>DefaultAttackShoot</b> = false;</code></td>
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<h3 class="detail">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="ItemClass"></a><code>function <b>ItemClass</b>: <a href="CastleItems.html#TInventoryItemClass">TInventoryItemClass</a>; override;</code></td>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const AName: string); override;</code></td>
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<td class="itemcode"><a name="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>(ResourceConfig: <a href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="EquippingSound"></a><code>property <b>EquippingSound</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FEquippingSound write FEquippingSound;</code></td>
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<p>
Sound to make on equipping. Each weapon can have it's own equipping sound.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AttackAnimation"></a><code>property <b>AttackAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FAttackAnimation;</code></td>
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<p>
Animation of attack with this weapon.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ReadyAnimation"></a><code>property <b>ReadyAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FReadyAnimation;</code></td>
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<p>
Animation of keeping weapon ready.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AttackTime"></a><code>property <b>AttackTime</b>: Single read FAttackTime write FAttackTime
default <a href="CastleItems.TItemWeaponResource.html#DefaultAttackTime">DefaultAttackTime</a>;</code></td>
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<p>
A time within AttackAnimationat at which <a class="normal" href="CastleItems.TItemWeapon.html#Attack">TItemWeapon.Attack</a> method will be called, which actually hits the enemy.</p>
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<td class="itemcode"><a name="AttackSoundStart"></a><code>property <b>AttackSoundStart</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FAttackSoundStart write FAttackSoundStart default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<p>
Sound when attack starts. This is played when attack animation starts, and it means that we already checked that you have necessary ammunition (see <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackAmmo">AttackAmmo</a>).</p>
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<td class="itemcode"><a name="AttackAmmo"></a><code>property <b>AttackAmmo</b>: string read FAttackAmmo write FAttackAmmo;</code></td>
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<p>
Ammunition required to make an attack (applies to both immediate attack, like short-range/shoot, and firing missiles). Indicates item resource name to use as ammunition (like 'Quiver' or 'Bullets'). It may be empty, in which case the ammunition is not necessary to make an attack. If it's set, we will check whether owner of the weapon (like a player) has at least one item of this resource, and we'll decrease it when firing.
<p>For example, if this weapon is a pistol, then you can set <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackDamageConst">AttackDamageConst</a> and <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackDamageRandom">AttackDamageRandom</a> to non-zero and <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackShoot">AttackShoot</a> to <code>True</code> to perform an immediatele shooting attack. And set <code>AttackAmmo</code> to something like 'Bullets'.
<p>For example, if this weapon is a bow, then you can set <a class="normal" href="CastleItems.TItemWeaponResource.html#FireMissileName">FireMissileName</a> to 'Arrow', to fire arrows as missiles (they will fly and can be avoided by fast moving enemies). And set <code>AttackAmmo</code> to something like 'Quiver'.</p>
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<td class="itemcode"><a name="AttackDamageConst"></a><code>property <b>AttackDamageConst</b>: Single read FAttackDamageConst write FAttackDamageConst
default <a href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageConst">DefaultAttackDamageConst</a>;</code></td>
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<p>
Immediate attack (short-range/shoot) damage and knockback. This type of attack (along with <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackSoundHit">AttackSoundHit</a>) is only done if one of these properties is non-zero. They must be >= 0. </p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AttackDamageRandom"></a><code>property <b>AttackDamageRandom</b>: Single read FAttackDamageRandom write FAttackDamageRandom
default <a href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageRandom">DefaultAttackDamageRandom</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AttackKnockbackDistance"></a><code>property <b>AttackKnockbackDistance</b>: Single
read FAttackKnockbackDistance write FAttackKnockbackDistance
default <a href="CastleItems.TItemWeaponResource.html#DefaultAttackKnockbackDistance">DefaultAttackKnockbackDistance</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AttackShoot"></a><code>property <b>AttackShoot</b>: boolean read FAttackShoot write FAttackShoot
default <a href="CastleItems.TItemWeaponResource.html#DefaultAttackShoot">DefaultAttackShoot</a>;</code></td>
</tr>
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<p>
Does the immediate attack is shooting.
<p></p>
<ul class="paragraph_spacing">
<li><p>Shooting means that the hit enemy is determined by casting a ray from owner (like a shooting player) and seeing what it hits. Even enemies far away may be hit, but you have to aim precisely.</p></li>
<li><p>When this is <code>False</code>, we make a short-range (melee) attack. In this case the hit enemy is determined by looking at the weapon bounding volume near owner. Only the enemies very close to the owner get hit.</p></li>
</ul>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AttackSoundHit"></a><code>property <b>AttackSoundHit</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a> read FAttackSoundHit write FAttackSoundHit;</code></td>
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<p>
Sound on successfull hit by an immediate attack (short-range/shoot).</p>
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<td class="itemcode"><a name="FireMissileName"></a><code>property <b>FireMissileName</b>: string read FFireMissileName write FFireMissileName;</code></td>
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<p>
Creature resource name to be created (like 'Arrow') when firing a missile. Must be set to something not empty to actually fire a missile.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FireMissileSound"></a><code>property <b>FireMissileSound</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a> read FFireMissileSound write FFireMissileSound default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<p>
Sound on missile fired.</p>
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