Item components
BoltAction
Makes an item a [ranged weapon] with bolt-action rifle mechanics
Builder help
You can use the following options:
name <name> - sets the name of the component
desc <desc> - sets the description of the component
ranged <ranged type> - sets the ranged weapon type for this component. See send href='show ranges'show ranges/send for a list.
canwield <prog> - sets a prog controlling if this can be wielded
canwield none - removes a canwield prog
whycantwield <prog> - sets a prog giving the error message if canwield fails
whycantwield none - clears the whycantwield prog
load <emote> - sets the emote for loading this weapon. $0 is the loader, $1 is the gun, $2 is the clip/round.
unload <emote> - sets the emote for unloading this weapon. $0 is the loader, $1 is the gun, $2 is the clip/round.
ready <emote> - sets the emote for readying this gun. $0 is the loader, $1 is the gun.
unready <emote> - sets the emote for unreadying this gun. $0 is the loader, $1 is the gun and $2 is the chambered round.
unreadyempty <emote> - sets the emote for unreadying this gun when there is no chambered round. $0 is the loader, $1 is the gun.
fire <emote> - sets the emote for firing the gun. $0 is the firer, $1 is the target, $2 is the gun.
fireempty <emote> - sets the emote for firing the gun when it is empty. $0 is the firer, $1 is the target, $2 is the gun.
slot add <name> <category> <form-factor> - adds an attachment slot
slot remove <name> - removes an attachment slot
mode add <single|burst|automatic> <rounds> <recoil> <extra stamina> <extra delay> - adds or replaces a fire mode
mode remove <single|burst|automatic> - removes a fire mode
cycle <manual|self-loading> - sets the weapon's action cycle
condition <option> - configures optional condition degradation.
ejectonfire - toggles whether casings are ejected on fire or on ready