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Become NonProportional (#1923)
2 parents a160138 + fc81bc8 commit 249c9c0

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Lines changed: 3 additions & 3 deletions

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Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Fixed Guns/FixedgunRLXammo.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -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 = new ShieldDef
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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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},

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