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Copy file name to clipboardExpand all lines: Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Fixed Guns/FixedgunRLXammo.cs
+3-3Lines changed: 3 additions & 3 deletions
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@@ -47,8 +47,8 @@ partial class Parts
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EnergyCost=0.017f,//195 Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
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BaseDamage=10000f,// Direct damage; one steel plate is worth 100.
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Mass=500f,// In kilograms; how much force the impact will apply to the target.
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Health=12,// How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable.
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BackKickForce=7771000f,// Recoil. This is applied to the Parent Grid.
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Health=50,// How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable.
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BackKickForce=5777100f,// Recoil. This is applied to the Parent Grid.
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DecayPerShot=0f,// Damage to the firing weapon itself.
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//float.MaxValue will drop the weapon to the first build state and destroy all components used for construction
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//If greater than cube integrity it will remove the cube upon firing, without causing deformation (makes it look like the whole "block" flew away)
@@ -539,7 +539,7 @@ partial class Parts
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},
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Shields=newShieldDef
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{
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Modifier=4f,// Multiplier for damage against shields.
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Modifier=6f,// Multiplier for damage against shields.
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Type=Default,// Damage vs healing against shields; Default, Heal
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BypassModifier=-1.3f,// If greater than zero, the percentage of damage that will penetrate the shield.
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