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Ammo DamageScales

BDCarrillo edited this page Dec 20, 2022 · 17 revisions

###Note that modifiers used in DamageScales are multiplicative and stack!

  • -1 = disabled
  • 0 = no damage
  • 0.5f = half damage
  • 1 = 100% of available damage
  • 2 = 200% of available damage
  • You can have any float you want, 0.01f to 10000 and higher if you desire

MaxIntegrity

  • Any block with an integrity higher than this amount will be immune to damage. If you want to cap damage done to blocks, consider utilizing MaxAbsorb in AOE damage types.

FallOff

  • Distance is measured as origin of the projectile to the current position. After the projectile has travelled your set distance, falloff will start to apply. MinMultiplier is a 0-1f field, -1 to disable, and sets how low the damage can drop. Falloff is proportional to max trajectory, starting after Distance, and stops once MinMultiplier is reached.
  • 0 is a valid distance entry!

Block type modifiers

  • Armor: will apply to both Light and Heavy armor modifiers.
  • Light Armor/Heavy Armor: will apply to their respective types
  • NonArmor: Anything that isn't armor, such as batteries, LCD's, etc. Fatblocks, in general.

Shields

                Shields = new ShieldDef
                {
                    Modifier = 10f,
                    Type = Energy,
                    BypassModifier = -1f,
                },

Modifier

  • An overal damage modifier towards shields (see cheatsheet)

Type

  • Your options for the kind of damage you want to do to shields
    • Kinetic
    • Energy
    • Emp
    • Bypass
  • Note that Kinetic and Energy can be affected by a user's shield modulation.
  • EMP will progressively damage/disable the shield block directly

BypassModifier

  • A percentage reduction of the ammo as it bypasses shields
    • 0.25f will reduce your BaseDamage to 25%, if a Shield is bypassed.

Custom

                Custom = new CustomScalesDef
                {
                    IgnoreAllOthers = false,
                    Types = new[]
                    {
                        new CustomBlocksDef
                        {
                            SubTypeId = "Test1",
                            Modifier = -1f,
                        },

                        // you can have as many as you want
                    },
                },

This is a setting for enthusiasts, who want to tweak specific damage to specific blocks, be they mod blocks or vanilla blocks

SubTypeId

  • The SubTypeId of the block you want to have a specific damage modifier

IgnoreAllOthers

  • Any block that does not match the custom blocks defined, will be ignored (passed through) by ammo
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