167 lines
5.1 KiB
YAML
167 lines
5.1 KiB
YAML
# SPDX-FileCopyrightText: 2022 Alex Evgrashin <aevgrashin@yandex.ru>
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# SPDX-FileCopyrightText: 2022 ElectroJr <leonsfriedrich@gmail.com>
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# SPDX-FileCopyrightText: 2022 Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2022 Moony <moonheart08@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2022 keronshb <54602815+keronshb@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2022 moonheart08 <moonheart08@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2023 Dawid Bla <46636558+DawBla@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2023 Emisse <99158783+Emisse@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2023 Just-a-Unity-Dev <just-a-unity-dev@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2023 Kara <lunarautomaton6@gmail.com>
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# SPDX-FileCopyrightText: 2023 LankLTE <135308300+LankLTE@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2023 LankLTE <twlowe06@gmail.com>
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# SPDX-FileCopyrightText: 2023 Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2023 Skye <22365940+Skyedra@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2023 ThunderBear2006 <100388962+ThunderBear2006@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2023 eclips_e <67359748+Just-a-Unity-Dev@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2023 metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2024 Aidenkrz <aiden@djkraz.com>
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# SPDX-FileCopyrightText: 2024 Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2024 VMSolidus <evilexecutive@gmail.com>
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# SPDX-FileCopyrightText: 2024 liltenhead <104418166+liltenhead@users.noreply.github.com>
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# SPDX-FileCopyrightText: 2024 metalgearsloth <comedian_vs_clown@hotmail.com>
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# SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com>
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#
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# SPDX-License-Identifier: AGPL-3.0-or-later
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# 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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Slash: 5 # Goob edit
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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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Slash: 3 # Goob edit
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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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Slash: 6 # Goob edit
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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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Slash: 3 # Goob edit
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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: 8 # Goob edit
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Blunt: 14 # Goob edit
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Slash: 8 # Goob edit
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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: 24 # Goob edit
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Blunt: 24 # Goob edit
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Slash: 24 # Goob edit
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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: 30 # Goob edit
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Blunt: 30 # Goob edit
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Slash: 12 # Goob edit
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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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Slash: 3 # Goob edit
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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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