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Merge pull request #121 from StarCoreSE/BadM0dder-patch-1
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Buff SpitfireRocketAmmo.cs
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BadM0dder authored Jun 24, 2024
2 parents 52f68e5 + 249b3fd commit 4a4f1ed
Showing 1 changed file with 3 additions and 3 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -135,7 +135,7 @@ partial class Parts
Armor = -1f, // Multiplier for damage against all armor. This is multiplied with the specific armor type multiplier (light, heavy).
Light = -1f, // Multiplier for damage against light armor.
Heavy = -1f, // Multiplier for damage against heavy armor.
NonArmor = 0.3f, // Multiplier for damage against every else.
NonArmor = 0.4f, // Multiplier for damage against every else.
},
Shields = new ShieldDef
{
Expand Down Expand Up @@ -190,7 +190,7 @@ partial class Parts
{
Enable = true,
Radius = 6f, // Radius of AOE effect, in meters.
Damage = 8000f,
Damage = 9000f,
Depth = 3f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value
MaxAbsorb = 0f, // Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block.
Falloff = Linear, //.NoFalloff applies the same damage to all blocks in radius
Expand All @@ -201,7 +201,7 @@ partial class Parts
//.Pooled damage behaves in a pooled manner that once exhausted damage ceases.
//.Exponential drops off exponentially. Does not scale to max radius
ArmOnlyOnHit = false, // Detonation only is available, After it hits something, when this is true. IE, if shot down, it won't explode.
MinArmingTime = 10, // In ticks, before the Ammo is allowed to explode, detonate or similar; This affects shrapnel spawning.
MinArmingTime = 6, // In ticks, before the Ammo is allowed to explode, detonate or similar; This affects shrapnel spawning.
NoVisuals = false,
NoSound = false,
ParticleScale = 1f,
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