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Update Nyx_ammo.cs (#2001)
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Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx_ammo.cs

Lines changed: 2 additions & 2 deletions
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@@ -37,7 +37,7 @@ partial class Parts
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AmmoRound = "Nyx Beam", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel.
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HybridRound = true, // Use both a physical ammo magazine and energy per shot.
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EnergyCost = 0.0125f, //100MW Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
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BaseDamage = 16000f, // Direct damage; one steel plate is worth 100.
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BaseDamage = 1600f, // Direct damage; one steel plate is worth 100.
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Mass = 0f, // In kilograms; how much force the impact will apply to the target.
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Health = 0, // 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 = 0f, // Recoil. This is applied to the Parent Grid.
@@ -89,7 +89,7 @@ partial class Parts
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Patterns = new[] { // If enabled, set of multiple ammos to fire in order instead of the main ammo.
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"Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake",
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},
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Mode = Weapon, // Select when to activate this pattern, options: Never, Weapon, Fragment, Both
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Mode = Never, // Select when to activate this pattern, options: Never, Weapon, Fragment, Both
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TriggerChance = 1f, // This is %
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Random = false, // This randomizes the number spawned at once, NOT the list order.
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RandomMin = 1,

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