fish-station/Resources/Prototypes/explosion.yml
Vigers Ray f71f04558f Merge remote-tracking branch 'space-wizards/master'
# Conflicts:
#	Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs
#	Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs
#	Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml
#	Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml
2025-04-17 23:48:59 +03:00

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# Does not currently support prototype hot-reloading. See comments in c# file.
# Note that for every explosion type you define, explosions & nukes will start performing worse
# You should only define a new explopsion type if you really need to
#
# If you just want to modify properties other than `damagePerIntensity`, it'd be better to
# split off explosion damage & explosion visuals/effects into their own separate prototypes.
- type: explosion
id: Default
damagePerIntensity:
types:
Heat: 5
Blunt: 5
Piercing: 5
tileBreakChance: [0, 0.5, 1]
tileBreakIntensity: [0, 10, 30]
tileBreakRerollReduction: 20
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
fireStates: 3
- type: explosion
id: DemolitionCharge
damagePerIntensity:
types:
Heat: 3
Blunt: 3
Piercing: 3
Structural: 50
tileBreakChance: [ 0, 0.5, 1 ]
tileBreakIntensity: [ 0, 10, 30 ]
tileBreakRerollReduction: 20
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
fireStates: 3
- type: explosion
id: MicroBomb
damagePerIntensity:
types:
Heat: 6
Blunt: 6
Piercing: 6
Structural: 20
tileBreakChance: [ 0, 0.5, 1 ]
tileBreakIntensity: [ 1, 10, 15 ]
tileBreakRerollReduction: 30
intensityPerState: 20
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
fireStates: 3
- type: explosion
id: Radioactive
damagePerIntensity:
types:
Radiation: 5
Heat: 4
Blunt: 3
Piercing: 3
lightColor: Green
fireColor: Green
texturePath: /Textures/Effects/fire_greyscale.rsi
fireStates: 3
- type: explosion
id: Cryo
damagePerIntensity:
types:
Cold: 5
Blunt: 2
Structural: 20
tileBreakChance: [0]
tileBreakIntensity: [0]
lightColor: Blue
fireColor: Blue
texturePath: /Textures/Effects/fire_greyscale.rsi
fireStates: 3
- type: explosion
id: Minibomb
damagePerIntensity:
types:
Heat: 4
Blunt: 7
Piercing: 4
tileBreakChance: [0, 0.5, 1]
tileBreakIntensity: [0, 10, 30]
tileBreakRerollReduction: 20
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
fireStates: 3
- type: explosion
id: PowerSink
damagePerIntensity:
types:
Heat: 12
Blunt: 12
Piercing: 12
Structural: 30
tileBreakChance: [ 0, 0.5, 1 ]
tileBreakIntensity: [ 1, 5, 10 ]
tileBreakRerollReduction: 3
intensityPerState: 20
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
fireStates: 3
- type: explosion
id: HardBomb
damagePerIntensity:
types:
Heat: 15
Blunt: 15
Piercing: 6
Structural: 40
tileBreakChance: [ 0, 0.5, 1 ]
tileBreakIntensity: [ 0, 10, 30 ]
tileBreakRerollReduction: 10
intensityPerState: 20
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
fireStates: 3
- type: explosion
id: FireBomb
damagePerIntensity:
types:
#Sunrise-start
Heat: 20
# Blunt: 2
# Piercing: 3
#Sunrise-end
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
fireStates: 3
fireStacks: 2
# STOP
# BEFORE YOU ADD MORE EXPLOSION TYPES CONSIDER IF AN EXISTING ONE IS SUITABLE
# ADDING NEW ONES IS PROHIBITIVELY EXPENSIVE