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Original file line number Diff line number Diff line change
Expand Up @@ -47,8 +47,8 @@ partial class Parts
EnergyCost = 0.017f, //195 Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
BaseDamage = 10000f, // Direct damage; one steel plate is worth 100.
Mass = 500f, // In kilograms; how much force the impact will apply to the target.
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.
BackKickForce = 7771000f, // Recoil. This is applied to the Parent Grid.
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.
BackKickForce = 5777100f, // Recoil. This is applied to the Parent Grid.
DecayPerShot = 0f, // Damage to the firing weapon itself.
//float.MaxValue will drop the weapon to the first build state and destroy all components used for construction
//If greater than cube integrity it will remove the cube upon firing, without causing deformation (makes it look like the whole "block" flew away)
Expand Down Expand Up @@ -539,7 +539,7 @@ partial class Parts
},
Shields = new ShieldDef
{
Modifier = 4f, // Multiplier for damage against shields.
Modifier = 6f, // Multiplier for damage against shields.
Type = Default, // Damage vs healing against shields; Default, Heal
BypassModifier = -1.3f, // If greater than zero, the percentage of damage that will penetrate the shield.
},
Expand Down