Juice that makes you go boom (#34730)
* Juice that makes you go boom * moved explosive juice to fun yml - fixed ExplosionReactionEffect.cs not having TileBreakScale parameter - made Drazil plushie major contraband (they are evil!!!!!) * removed JASON!!!! JASOOON!!! JASON!!! * don't do commits at 1am * Update fun.yml fix ident * no more bullying the server (only 1 explosion)
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@@ -15,7 +15,6 @@ public sealed partial class ExplosionReactionEffect : EntityEffect
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/// The type of explosion. Determines damage types and tile break chance scaling.
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/// </summary>
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[DataField(required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
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[JsonIgnore]
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public string ExplosionType = default!;
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/// <summary>
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@@ -23,14 +22,12 @@ public sealed partial class ExplosionReactionEffect : EntityEffect
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/// chance.
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/// </summary>
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[DataField]
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[JsonIgnore]
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public float MaxIntensity = 5;
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/// <summary>
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/// How quickly intensity drops off as you move away from the epicenter
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/// </summary>
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[DataField]
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[JsonIgnore]
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public float IntensitySlope = 1;
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/// <summary>
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@@ -41,15 +38,20 @@ public sealed partial class ExplosionReactionEffect : EntityEffect
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/// A slope of 1 and MaxTotalIntensity of 100 corresponds to a radius of around 4.5 tiles.
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/// </remarks>
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[DataField]
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[JsonIgnore]
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public float MaxTotalIntensity = 100;
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/// <summary>
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/// The intensity of the explosion per unit reaction.
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/// </summary>
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[DataField]
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[JsonIgnore]
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public float IntensityPerUnit = 1;
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/// <summary>
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/// Factor used to scale the explosion intensity when calculating tile break chances. Allows for stronger
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/// explosives that don't space tiles, without having to create a new explosion-type prototype.
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/// </summary>
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[DataField]
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public float TileBreakScale = 1f;
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public override bool ShouldLog => true;
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@@ -72,6 +74,7 @@ public sealed partial class ExplosionReactionEffect : EntityEffect
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ExplosionType,
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intensity,
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IntensitySlope,
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MaxIntensity);
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MaxIntensity,
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TileBreakScale);
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}
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}
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