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Profane Patch
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ViralReaction committed Aug 24, 2024
1 parent 88d45a3 commit 5dba41d
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1 change: 1 addition & 0 deletions LoadFolders.xml
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<li IfModActive="JangoDsoul.T45b.PowerArmor">ModPatches/PowerArmour T-45b</li>
<li IfModActive="Pratt.RaW.WWIIWeaponsPackVanilla">ModPatches/Pratt WWII Weapons Pack</li>
<li IfModActive="PrestigePhoenix.maltum">ModPatches/Prestige Specialist Armor</li>
<li IfModActive="botchjob.profaned">ModPatches/Profaned</li>
<li IfModActive="PRF.Materials">ModPatches/Project RimFactory - Materials</li>
<li IfModActive="DimonSever000.ProsthesesPlus13.Specific">ModPatches/Prostheses+</li>
<li IfModActive="bonible.protoswords">ModPatches/Protoswords</li>
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104 changes: 104 additions & 0 deletions ModPatches/Profaned/Defs/Profaned/PossessedWeapons_Ammo.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>

<CombatExtended.AmmoCategoryDef>
<defName>Profaned_RotStinkArrow</defName>
<label>rot stink arrow</label>
<labelShort>rot stink</labelShort>
<description>The arrow head is made from steel to enhance armor penetration. Attached is rotting meat to inflict dangerous infection.</description>
</CombatExtended.AmmoCategoryDef>

<!-- Profaned Greatbow Arrow -->
<CombatExtended.AmmoSetDef>
<defName>AmmoSet_ProfanedGreatbowArrow</defName>
<label>great arrows</label>
<ammoTypes>
<Ammo_GreatArrow_Stone>Projectile_GreatArrow_Stone</Ammo_GreatArrow_Stone>
<Ammo_GreatArrow_Steel>Projectile_GreatArrow_Steel</Ammo_GreatArrow_Steel>
<Ammo_GreatArrow_Plasteel>Projectile_GreatArrow_Plasteel</Ammo_GreatArrow_Plasteel>
<Ammo_GreatArrow_Venom>Projectile_GreatArrow_Venom</Ammo_GreatArrow_Venom>
<Ammo_GreatArrow_Flame>Projectile_GreatArrow_Flame</Ammo_GreatArrow_Flame>
<Ammo_ProfanedGreatbowArrow>Projectile_ProfanedGreatbowArrow</Ammo_ProfanedGreatbowArrow>
</ammoTypes>
</CombatExtended.AmmoSetDef>

<ThingDef Class="CombatExtended.AmmoDef" ParentName="AmmoGreatArrowBase">
<defName>Ammo_ProfanedGreatbowArrow</defName>
<label>great arrow (rot stink)</label>
<graphicData>
<texPath>Things/Projectiles/ProfanedGreatbowArrow</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<Mass>0.045</Mass>
<MarketValue>0.26</MarketValue>
</statBases>
<ammoClass>Profaned_RotStinkArrow</ammoClass>
<tradeTags>
<li>CE_AutoEnableCrafting_CraftingSpot</li>
</tradeTags>
</ThingDef>

<ThingDef ParentName="BaseGreatArrowProjectile">
<defName>Projectile_ProfanedGreatbowArrow</defName>
<label>greatbow arrow</label>
<graphicData>
<texPath>Things/Projectiles/ProfanedGreatbowArrow</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<speed>26</speed>
<damageDef>BotchJob_RotArrow</damageDef>
<damageAmountBase>12</damageAmountBase>
<armorPenetrationBlunt>2.96</armorPenetrationBlunt>
<armorPenetrationSharp>3</armorPenetrationSharp>
</projectile>
</ThingDef>

<RecipeDef ParentName="AmmoRecipeNeolithicBase">
<defName>MakeAmmo_ProfanedGreatbowArrow</defName>
<label>make rot stink arrows x10</label>
<description>Craft 10 rot stink great arrows.</description>
<jobString>Making rot stink great arrows.</jobString>
<workAmount>1600</workAmount>
<ingredients>
<li>
<filter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</filter>
<count>2</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>2</count>
</li>
<li>
<filter>
<categories>
<li>MeatRaw</li>
</categories>
</filter>
<count>3</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>WoodLog</li>
<li>Steel</li>
</thingDefs>
<categories>
<li>MeatRaw</li>
</categories>
</fixedIngredientFilter>
<products>
<Ammo_ProfanedGreatbowArrow>10</Ammo_ProfanedGreatbowArrow>
</products>
</RecipeDef>

</Defs>
19 changes: 19 additions & 0 deletions ModPatches/Profaned/Defs/Profaned/Profaned_DamageDef.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>

<DamageDef ParentName="CutBase">
<defName>BotchJob_CE_RotStabDamage</defName>
<label>rot stab</label>
<additionalHediffs>
<li>
<hediff>LungRotExposure</hediff>
<severityPerDamageDealt>0.005</severityPerDamageDealt>
<victimSeverityScaling>ToxicResistance</victimSeverityScaling>
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs>
<applyAdditionalHediffsIfHuntingForFood>false</applyAdditionalHediffsIfHuntingForFood>
</DamageDef>

</Defs>
18 changes: 18 additions & 0 deletions ModPatches/Profaned/Defs/Profaned/Profaned_ManueverDef.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>

<ManeuverDef>
<defName>BotchJob_CE_RotStabManeuver</defName>
<requiredCapacity>BotchJob_CE_RotStab</requiredCapacity>
<verb>
<verbClass>Verb_MeleeAttackDamage</verbClass>
<meleeDamageDef>BotchJob_CE_RotStabDamage</meleeDamageDef>
</verb>
<logEntryDef>MeleeAttack</logEntryDef>
<combatLogRulesHit>Maneuver_Slash_MeleeHit</combatLogRulesHit>
<combatLogRulesDeflect>Maneuver_Slash_MeleeDeflect</combatLogRulesDeflect>
<combatLogRulesMiss>Maneuver_Slash_MeleeMiss</combatLogRulesMiss>
<combatLogRulesDodge>Maneuver_Slash_MeleeDodge</combatLogRulesDodge>
</ManeuverDef>

</Defs>
30 changes: 30 additions & 0 deletions ModPatches/Profaned/Defs/Profaned/Profaned_ToolCapacityDef.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>

<ToolCapacityDef>
<defName>BotchJob_CE_RotStab</defName>
<label>rot stab</label>
</ToolCapacityDef>

<SoundDef>
<defName>BotchJob_CE_ProfanedStaffCast</defName>
<context>MapOnly</context>
<maxVoices>2</maxVoices>
<sustain>True</sustain>
<priorityMode>PrioritizeNearest</priorityMode>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Misc/BotchJob_ProfanedStaffCast</clipPath>
</li>
</grains>
<volumeRange>30~30</volumeRange>
<pitchRange>0.95~1.05</pitchRange>
<distRange>0~70</distRange>
<sustainLoop>False</sustainLoop>
</li>
</subSounds>
</SoundDef>

</Defs>
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<?xml version="1.0" encoding="utf-8"?>
<Defs>

<ThingDef ParentName="BaseBulletCE">
<defName>Projectile_ProfanedDragon_ToxicBreath_CE</defName>
<label>toxic dragon breath</label>
<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
<!-- Not sure if comps is needed, only kept for the MoteGlow -->
<comps>
<li Class="CompProperties_Glower">
<overlightRadius>1.0</overlightRadius>
<glowRadius>1</glowRadius>
<glowColor>(255, 161, 0, 0.19)</glowColor>
</li>
</comps>
<graphicData>
<texPath>Things/Projectiles/ToxicflameSurge/ToxicflameSurgeA</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MoteGlow</shaderType>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<flyOverhead>false</flyOverhead>
<damageDef>BotchJob_DragonToxicBreathDamage</damageDef>
<explosionRadius>3</explosionRadius>
<suppressionFactor>3.0</suppressionFactor>
<dangerFactor>2.0</dangerFactor>
<damageAmountBase>30</damageAmountBase>
<stoppingPower>3.5</stoppingPower>
<ai_IsIncendiary>true</ai_IsIncendiary>
<preExplosionSpawnThingDef>Filth_Ash</preExplosionSpawnThingDef>
<preExplosionSpawnChance>.3</preExplosionSpawnChance>
<speed>30</speed>
</projectile>
</ThingDef>

<ThingDef ParentName="BaseBulletCE">
<defName>Projectile_Profaned_BloodFlameSurge_CE</defName>
<label>bloodflame surge</label>
<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
<!-- Not sure if comps is needed, only kept for the MoteGlow -->
<comps>
<li Class="CompProperties_Glower">
<overlightRadius>1.0</overlightRadius>
<glowRadius>1</glowRadius>
<glowColor>(255, 161, 0, 0.19)</glowColor>
</li>
</comps>
<graphicData>
<texPath>Things/Projectiles/BloodflameSurge/BloodflameSurgeA</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MoteGlow</shaderType>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<flyOverhead>false</flyOverhead>
<damageDef>Flame</damageDef>
<explosionRadius>3</explosionRadius>
<suppressionFactor>3.0</suppressionFactor>
<dangerFactor>2.0</dangerFactor>
<damageAmountBase>30</damageAmountBase>
<stoppingPower>3.5</stoppingPower>
<ai_IsIncendiary>true</ai_IsIncendiary>
<preExplosionSpawnThingDef>Filth_Ash</preExplosionSpawnThingDef>
<preExplosionSpawnChance>.3</preExplosionSpawnChance>
<speed>30</speed>
<amount>6</amount>
<armorPenetration>4</armorPenetration>
</projectile>
</ThingDef>

</Defs>
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<?xml version="1.0" encoding="utf-8"?>
<Patch>

<Operation Class="PatchOperationReplace">
<xpath>Defs/DamageDef[defName="BotchJob_GraspingDeadDamage"]/defaultArmorPenetration</xpath>
<value>
<defaultArmorPenetration>10</defaultArmorPenetration>
</value>
</Operation>

<Operation Class="PatchOperationReplace">
<xpath>Defs/DamageDef[defName="BotchJob_IceShardsDamage"]/defaultArmorPenetration</xpath>
<value>
<defaultArmorPenetration>3</defaultArmorPenetration>
</value>
</Operation>

</Patch>
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<?xml version="1.0" encoding="utf-8"?>
<Patch>

<<Operation Class="PatchOperationAdd">
<xpath>Defs/ScenarioDef[defName="BotchJob_ProfanedStart"]/scenario/parts</xpath>
<value>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Ammo_Arrow_Steel</thingDef>
<count>100</count>
</li>
</value>
</Operation>

</Patch>
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<?xml version="1.0" encoding="utf-8"?>
<Patch>

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="BotchJob_ColossusHeart"]/statBases</xpath>
<value>
<Bulk>2</Bulk>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[
defName="BotchJob_LuminousDust" or
defName="BotchJob_CorruptedBlood" or
defName="BotchJob_TaintedBone"]/statBases
</xpath>
<value>
<Bulk>0.5</Bulk>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[@Name="BotchJob_ProfanePotionBase"]/statBases</xpath>
<value>
<Bulk>0.2</Bulk>
</value>
</Operation>

</Patch>
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