142 lines
3.1 KiB
YAML
142 lines
3.1 KiB
YAML
# Does not currently support prototype hot-reloading. See comments in c# file.
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# Note that for every explosion type you define, explosions & nukes will start performing worse
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# You should only define a new explopsion type if you really need to
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#
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# If you just want to modify properties other than `damagePerIntensity`, it'd be better to
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# split off explosion damage & explosion visuals/effects into their own separate prototypes.
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- type: explosion
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id: Default
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damagePerIntensity:
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types:
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Heat: 5
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Blunt: 5
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Piercing: 5
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tileBreakChance: [0, 0.5, 1]
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tileBreakIntensity: [0, 10, 30]
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tileBreakRerollReduction: 20
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lightColor: Orange
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texturePath: /Textures/Effects/fire.rsi
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fireStates: 3
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- type: explosion
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id: DemolitionCharge
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damagePerIntensity:
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types:
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Heat: 3
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Blunt: 3
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Piercing: 3
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Structural: 50
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tileBreakChance: [ 0, 0.5, 1 ]
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tileBreakIntensity: [ 0, 10, 30 ]
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tileBreakRerollReduction: 20
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lightColor: Orange
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texturePath: /Textures/Effects/fire.rsi
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fireStates: 3
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- type: explosion
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id: MicroBomb
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damagePerIntensity:
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types:
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Heat: 6
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Blunt: 6
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Piercing: 6
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Structural: 20
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tileBreakChance: [ 0, 0.5, 1 ]
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tileBreakIntensity: [ 1, 10, 15 ]
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tileBreakRerollReduction: 30
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intensityPerState: 20
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lightColor: Orange
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texturePath: /Textures/Effects/fire.rsi
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fireStates: 3
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- type: explosion
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id: Radioactive
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damagePerIntensity:
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types:
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Radiation: 5
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Heat: 4
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Blunt: 3
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Piercing: 3
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lightColor: Green
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fireColor: Green
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texturePath: /Textures/Effects/fire_greyscale.rsi
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fireStates: 3
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- type: explosion
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id: Cryo
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damagePerIntensity:
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types:
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Cold: 5
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Blunt: 2
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Structural: 20
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tileBreakChance: [0]
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tileBreakIntensity: [0]
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lightColor: Blue
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fireColor: Blue
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texturePath: /Textures/Effects/fire_greyscale.rsi
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fireStates: 3
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- type: explosion
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id: Minibomb
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damagePerIntensity:
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types:
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Heat: 4
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Blunt: 7
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Piercing: 4
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tileBreakChance: [0, 0.5, 1]
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tileBreakIntensity: [0, 10, 30]
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tileBreakRerollReduction: 20
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lightColor: Orange
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texturePath: /Textures/Effects/fire.rsi
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fireStates: 3
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- type: explosion
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id: PowerSink
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damagePerIntensity:
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types:
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Heat: 12
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Blunt: 12
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Piercing: 12
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Structural: 30
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tileBreakChance: [ 0, 0.5, 1 ]
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tileBreakIntensity: [ 1, 5, 10 ]
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tileBreakRerollReduction: 3
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intensityPerState: 20
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lightColor: Orange
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texturePath: /Textures/Effects/fire.rsi
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fireStates: 3
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- type: explosion
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id: HardBomb
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damagePerIntensity:
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types:
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Heat: 15
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Blunt: 15
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Piercing: 6
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Structural: 40
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tileBreakChance: [ 0, 0.5, 1 ]
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tileBreakIntensity: [ 0, 10, 30 ]
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tileBreakRerollReduction: 10
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intensityPerState: 20
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lightColor: Orange
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texturePath: /Textures/Effects/fire.rsi
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fireStates: 3
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- type: explosion
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id: FireBomb
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damagePerIntensity:
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types:
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Heat: 1
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Blunt: 2
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Piercing: 3
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lightColor: Orange
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texturePath: /Textures/Effects/fire.rsi
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fireStates: 3
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fireStacks: 2
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# STOP
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# BEFORE YOU ADD MORE EXPLOSION TYPES CONSIDER IF AN EXISTING ONE IS SUITABLE
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# ADDING NEW ONES IS PROHIBITIVELY EXPENSIVE
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