# SPDX-FileCopyrightText: 2022 Alex Evgrashin # SPDX-FileCopyrightText: 2022 ElectroJr # SPDX-FileCopyrightText: 2022 Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> # SPDX-FileCopyrightText: 2022 Moony # SPDX-FileCopyrightText: 2022 keronshb <54602815+keronshb@users.noreply.github.com> # SPDX-FileCopyrightText: 2022 moonheart08 # SPDX-FileCopyrightText: 2023 Dawid Bla <46636558+DawBla@users.noreply.github.com> # SPDX-FileCopyrightText: 2023 Emisse <99158783+Emisse@users.noreply.github.com> # SPDX-FileCopyrightText: 2023 Just-a-Unity-Dev # SPDX-FileCopyrightText: 2023 Kara # SPDX-FileCopyrightText: 2023 LankLTE <135308300+LankLTE@users.noreply.github.com> # SPDX-FileCopyrightText: 2023 LankLTE # SPDX-FileCopyrightText: 2023 Nemanja <98561806+EmoGarbage404@users.noreply.github.com> # SPDX-FileCopyrightText: 2023 Skye <22365940+Skyedra@users.noreply.github.com> # SPDX-FileCopyrightText: 2023 ThunderBear2006 <100388962+ThunderBear2006@users.noreply.github.com> # SPDX-FileCopyrightText: 2023 eclips_e <67359748+Just-a-Unity-Dev@users.noreply.github.com> # SPDX-FileCopyrightText: 2023 metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> # SPDX-FileCopyrightText: 2024 Aidenkrz # SPDX-FileCopyrightText: 2024 Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> # SPDX-FileCopyrightText: 2024 VMSolidus # SPDX-FileCopyrightText: 2024 liltenhead <104418166+liltenhead@users.noreply.github.com> # SPDX-FileCopyrightText: 2024 metalgearsloth # SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com> # # SPDX-License-Identifier: AGPL-3.0-or-later # Does not currently support prototype hot-reloading. See comments in c# file. # Note that for every explosion type you define, explosions & nukes will start performing worse # You should only define a new explopsion type if you really need to # # If you just want to modify properties other than `damagePerIntensity`, it'd be better to # split off explosion damage & explosion visuals/effects into their own separate prototypes. - type: explosion id: Default damagePerIntensity: types: Heat: 5 Blunt: 5 Slash: 5 # Goob edit tileBreakChance: [0, 0.5, 1] tileBreakIntensity: [0, 10, 30] tileBreakRerollReduction: 20 lightColor: Orange texturePath: /Textures/Effects/fire.rsi fireStates: 3 - type: explosion id: DemolitionCharge damagePerIntensity: types: Heat: 3 Blunt: 3 Slash: 3 # Goob edit Structural: 50 tileBreakChance: [ 0, 0.5, 1 ] tileBreakIntensity: [ 0, 10, 30 ] tileBreakRerollReduction: 20 lightColor: Orange texturePath: /Textures/Effects/fire.rsi fireStates: 3 - type: explosion id: MicroBomb damagePerIntensity: types: Heat: 6 Blunt: 6 Slash: 6 # Goob edit Structural: 20 tileBreakChance: [ 0, 0.5, 1 ] tileBreakIntensity: [ 1, 10, 15 ] tileBreakRerollReduction: 30 intensityPerState: 20 lightColor: Orange texturePath: /Textures/Effects/fire.rsi fireStates: 3 - type: explosion id: Radioactive damagePerIntensity: types: Radiation: 5 Heat: 4 Blunt: 3 Slash: 3 # Goob edit lightColor: Green fireColor: Green texturePath: /Textures/Effects/fire_greyscale.rsi fireStates: 3 - type: explosion id: Cryo damagePerIntensity: types: Cold: 5 Blunt: 2 Structural: 20 tileBreakChance: [0] tileBreakIntensity: [0] lightColor: Blue fireColor: Blue texturePath: /Textures/Effects/fire_greyscale.rsi fireStates: 3 - type: explosion id: Minibomb damagePerIntensity: types: Heat: 8 # Goob edit Blunt: 14 # Goob edit Slash: 8 # Goob edit tileBreakChance: [0, 0.5, 1] tileBreakIntensity: [0, 10, 30] tileBreakRerollReduction: 20 lightColor: Orange texturePath: /Textures/Effects/fire.rsi fireStates: 3 - type: explosion id: PowerSink damagePerIntensity: types: Heat: 24 # Goob edit Blunt: 24 # Goob edit Slash: 24 # Goob edit Structural: 30 tileBreakChance: [ 0, 0.5, 1 ] tileBreakIntensity: [ 1, 5, 10 ] tileBreakRerollReduction: 3 intensityPerState: 20 lightColor: Orange texturePath: /Textures/Effects/fire.rsi fireStates: 3 - type: explosion id: HardBomb damagePerIntensity: types: Heat: 30 # Goob edit Blunt: 30 # Goob edit Slash: 12 # Goob edit Structural: 40 tileBreakChance: [ 0, 0.5, 1 ] tileBreakIntensity: [ 0, 10, 30 ] tileBreakRerollReduction: 10 intensityPerState: 20 lightColor: Orange texturePath: /Textures/Effects/fire.rsi fireStates: 3 - type: explosion id: FireBomb damagePerIntensity: types: Heat: 1 Blunt: 2 Slash: 3 # Goob edit lightColor: Orange texturePath: /Textures/Effects/fire.rsi fireStates: 3 fireStacks: 2 # STOP # BEFORE YOU ADD MORE EXPLOSION TYPES CONSIDER IF AN EXISTING ONE IS SUITABLE # ADDING NEW ONES IS PROHIBITIVELY EXPENSIVE