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Barrage

Barrage provides info about a single skill barrage. It provides the following properties:

Property Type Description
name string Name/Descriptor of the barrage.
parts BarragePart[] Parts that make up this barrage.
is_aoa? boolean Whether this barrage is aoa-like.

Barrage Part

Barrage Part provides information about a single part of a barrage. These parts are roughly grouped by identical bullet types. It provides the following:

Disclaimer: There is no guarantee for correctness/accuracy of any of these values due to how complicated and non-automatable barrage mining is.

Property Type Description
damage number Base damage of the part.
fix_damage? number (Optional) Fixed amount of damage this part deals (i.E. it does not scale with anything). If both damage keys are present and non-zero this is simply added on top of the final value.
coefficient number Coefficient of the part.
count number Bullet count of the part.
stat WeaponStat | "fleetpower" Stat this part scales off of.
ratio number Ratio of the stat the part scales by.
armor_mod number[] Armor Mods of the part.
ammo AmmoType The ammo type of the part.
is_critical boolean Whether this part always deals critical damage.
notes string[] Notes about this part.
shrapnel boolean Whether this part shrapnels or involves shrapnel.
ignore_shield boolean Whether this part ignores shields.
reaim boolean Whether this part reaims or involves reaiming.
range number[] Minimum and maximum range of the part.
aim_type AimType The aim type of this part. This can be overriden by targeting.
angle number Effective firing angle.
splash? number (Optional) Splash radious in game units.
spread? number[] (Optional) X and Z spread radius in game units.
velocity? number (Optional) Bullet/Torpedo velocity (not plane speed!).
piece? number (Optional) Amount of targets pierced.
buffs? string[] (Optional) Textual explanation of (de)buffs applied on hit.
buff_chance? number (Optional) Chance for (de)buffs to be applied.
shell_range? number[] (Optional) Min and max Range of the bullet/torpedo.
is_air? boolean (Optional) Whether this part is (probably) carried by an aircraft (or aircraft like entity).
stat_cap? number (Optional) This value cannot be exceeded by stat scaling, if absent the cap is non-existent and scaling can go to infinity.
airdrop? boolean (Optional) Whether this armament behaves like an airdropped bomb.
tracker? MagneticTracker (Optional) Tracker the ammo carried has in it, this is only potentially present if the ammo is a torpedo (4) or a missile (8).
targeting string | null Textual description of targeting method or null if no target/default targeting.
centered boolean Whether this barrage is explicitly set to spawn from the flagship when it otherwise wouldnt. Do note that a value of false can still mean it spawns from the flagship because of how that bullet/weapon type works.

Note: This interface shares a lot in common with regular weapons, however the overlap is not exactly 1:1 therefore it does not directly extend Weapon or any of it’s sub-types.