Jedi Knight Galaxies (JKG) is a multiplayer shooter with role playing elements, played out in the Star Wars universe. The project is a full conversion game modification for Jedi Knight: Jedi Academy.
There should be different behaviors we can set as follows:
1. We should have a flag to determine whether the gun should simply fire on reaching full charge regardless of whether you have extra ammo to hold it or vice versa, allowing you to hold the charge without gaining extra damage, allowing you to fire at your leisure.
1b. The weapon should never simply "not fire" when out of ammo, it should save the last bit of ammo to shoot (for example, if the weapon uses 2 ammo to shoot and 2 ammo per charge, when you reach 2 or 3 ammo it should either stop charging or fire upon reaching that amount of ammo depending on our set behavior).
2. The weapon can't fire unless fully charged, or at least 50% of full charge
3. The weapon continues draining ammo without gaining extra damage after full charge, with seperate values for how much ammo and how often this type of drain should consume.
Additionally, charged weapons should be able to modify other stats as well, for example:
1. Add additional projectiles for every charge (perhaps with a cap, so we can set a max of 5 projectiles, but continue increasing damage of those 5 projectiles)
2. Add piercing value for every charge
3. Add additional buffs or buff duration
There should be different behaviors we can set as follows:
1. We should have a flag to determine whether the gun should simply fire on reaching full charge regardless of whether you have extra ammo to hold it or vice versa, allowing you to hold the charge without gaining extra damage, allowing you to fire at your leisure. 1b. The weapon should never simply "not fire" when out of ammo, it should save the last bit of ammo to shoot (for example, if the weapon uses 2 ammo to shoot and 2 ammo per charge, when you reach 2 or 3 ammo it should either stop charging or fire upon reaching that amount of ammo depending on our set behavior).
2. The weapon can't fire unless fully charged, or at least 50% of full charge
3. The weapon continues draining ammo without gaining extra damage after full charge, with seperate values for how much ammo and how often this type of drain should consume.
Additionally, charged weapons should be able to modify other stats as well, for example:
1. Add additional projectiles for every charge (perhaps with a cap, so we can set a max of 5 projectiles, but continue increasing damage of those 5 projectiles) 2. Add piercing value for every charge 3. Add additional buffs or buff duration
etc.