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Merge pull request #3548 from SaltyKarl/Alphagene-forsaken
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Alpha gene forsaken patch
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N7Huntsman authored Nov 19, 2024
2 parents e6c6896 + 2edfedb commit f29320f
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<?xml version="1.0" encoding="UTF-8"?>
<Defs>

<!-- ========== 8x35mm Charged cartridge for Forsaken Sniping Rifle ========== -->

<CombatExtended.AmmoSetDef>
<defName>AmmoSet_8x35mmCharged_ForsakenSniper</defName>
<label>8x35mm Charged</label>
<ammoTypes>
<Ammo_8x35mmCharged>Bullet_8x35mmCharged_ForsakenSniper</Ammo_8x35mmCharged>
<Ammo_8x35mmCharged_AP>Bullet_8x35mmCharged_AP_ForsakenSniper</Ammo_8x35mmCharged_AP>
<Ammo_8x35mmCharged_Ion>Bullet_8x35mmCharged_Ion_ForsakenSniper</Ammo_8x35mmCharged_Ion>
</ammoTypes>
</CombatExtended.AmmoSetDef>

<ThingDef ParentName="Base8x35mmChargedBullet">
<defName>Bullet_8x35mmCharged_ForsakenSniper</defName>
<label>8x35mm Charged bullet</label>
<graphicData>
<texPath>Things/Item/Weapon/AG_ForsakenSniper/AG_SniperPulse</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageAmountBase>19</damageAmountBase>
<secondaryDamage>
<li>
<def>Bomb_Secondary</def>
<amount>6</amount>
</li>
</secondaryDamage>
<armorPenetrationSharp>16</armorPenetrationSharp>
<armorPenetrationBlunt>57.6</armorPenetrationBlunt>
</projectile>
</ThingDef>

<ThingDef ParentName="Base8x35mmChargedBullet">
<defName>Bullet_8x35mmCharged_AP_ForsakenSniper</defName>
<label>8x35mm Charged bullet</label>
<graphicData>
<texPath>Things/Item/Weapon/AG_ForsakenSniper/AG_SniperPulse</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageAmountBase>15</damageAmountBase>
<secondaryDamage>
<li>
<def>Bomb_Secondary</def>
<amount>2</amount>
</li>
</secondaryDamage>
<armorPenetrationSharp>30</armorPenetrationSharp>
<armorPenetrationBlunt>57.6</armorPenetrationBlunt>
</projectile>
</ThingDef>

<ThingDef ParentName="Base8x35mmChargedBullet">
<defName>Bullet_8x35mmCharged_Ion_ForsakenSniper</defName>
<label>8x35mm Charged bullet</label>
<graphicData>
<texPath>Things/Item/Weapon/AG_ForsakenSniper/AG_SniperPulse</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageAmountBase>15</damageAmountBase>
<secondaryDamage>
<li>
<def>EMP</def>
<amount>9</amount>
</li>
</secondaryDamage>
<armorPenetrationSharp>22.5</armorPenetrationSharp>
<armorPenetrationBlunt>57.6</armorPenetrationBlunt>
<empShieldBreakChance>0.2</empShieldBreakChance>
</projectile>
</ThingDef>

<!-- ========== 12 Gauge Charged shotgun cartridge for Forsaken ShotGun ========== -->

<CombatExtended.AmmoSetDef>
<defName>AmmoSet_12GaugeCharged_ForsakenShotGun</defName>
<label>12 Gauge Charged</label>
<ammoTypes>
<Ammo_12GaugeCharged>Bullet_12GaugeCharged_ForsakenShotGun</Ammo_12GaugeCharged>
<Ammo_12GaugeCharged_Slug>Bullet_12GaugeCharged_Slug_ForsakenShotGun</Ammo_12GaugeCharged_Slug>
<Ammo_12GaugeCharged_Ion>Bullet_12GaugeCharged_Ion_ForsakenShotGun</Ammo_12GaugeCharged_Ion>
</ammoTypes>
</CombatExtended.AmmoSetDef>

<ThingDef ParentName="Base12GaugeChargedBullet">
<defName>Bullet_12GaugeCharged_ForsakenShotGun</defName>
<label>charge shot pellet</label>
<graphicData>
<texPath>Things/Item/Weapon/AG_ForsakenShotgun/AG_ForsakenShotgun</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>0.5,0.5</drawSize>
</graphicData>
<!-- Original mod implemented the shotgun blast as a slug -->
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageAmountBase>15</damageAmountBase>
<secondaryDamage>
<li>
<def>Bomb_Secondary</def>
<amount>5</amount>
</li>
</secondaryDamage>
<armorPenetrationSharp>8</armorPenetrationSharp>
<armorPenetrationBlunt>24.4</armorPenetrationBlunt>
<pelletCount>4</pelletCount>
<spreadMult>17.8</spreadMult>
</projectile>
</ThingDef>

<ThingDef Class="CombatExtended.AmmoDef" ParentName="Base12GaugeChargedBullet">
<defName>Bullet_12GaugeCharged_Slug_ForsakenShotGun</defName>
<label>charge shot (Slug)</label>
<graphicData>
<texPath>Things/Item/Weapon/AG_ForsakenShotgun/AG_ForsakenShotgun</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageAmountBase>25</damageAmountBase>
<secondaryDamage>
<li>
<def>Bomb_Secondary</def>
<amount>13</amount>
</li>
</secondaryDamage>
<armorPenetrationSharp>12</armorPenetrationSharp>
<armorPenetrationBlunt>90</armorPenetrationBlunt>
</projectile>
</ThingDef>

<ThingDef Class="CombatExtended.AmmoDef" ParentName="Base12GaugeChargedBullet">
<defName>Bullet_12GaugeCharged_Ion_ForsakenShotGun</defName>
<label>charge shot (Ion slug)</label>
<graphicData>
<texPath>Things/Item/Weapon/AG_ForsakenShotgun/AG_ForsakenShotgun</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageAmountBase>10</damageAmountBase>
<secondaryDamage>
<li>
<def>EMP</def>
<amount>6</amount>
</li>
</secondaryDamage>
<armorPenetrationSharp>8</armorPenetrationSharp>
<armorPenetrationBlunt>14.4</armorPenetrationBlunt>
<pelletCount>4</pelletCount>
<spreadMult>17.8</spreadMult>
<empShieldBreakChance>0.025</empShieldBreakChance>
</projectile>
</ThingDef>

<!-- ========== 5x35mm Charged cartridge for Forsaken Assault Rifle ========== -->

<CombatExtended.AmmoSetDef>
<defName>AmmoSet_5x35mmCharged_ForsakenAR</defName>
<label>5x35mm Charged</label>
<ammoTypes>
<Ammo_5x35mmCharged>Bullet_5x35mmCharged_ForsakenAR</Ammo_5x35mmCharged>
</ammoTypes>
</CombatExtended.AmmoSetDef>

<ThingDef Class="CombatExtended.AmmoDef" ParentName="Base8x35mmChargedBullet">
<defName>Bullet_5x35mmCharged_ForsakenAR</defName>
<label>5x35mm Charged bullet</label>
<graphicData>
<texPath>Things/Item/Weapon/AG_ForsakenAssaultRifle/AG_ForsakenAssaultRifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageDef>Bullet</damageDef>
<damageAmountBase>13</damageAmountBase>
<speed>200</speed>
<secondaryDamage>
<li>
<def>Bomb_Secondary</def>
<amount>2</amount>
</li>
</secondaryDamage>
<armorPenetrationSharp>30</armorPenetrationSharp>
<armorPenetrationBlunt>40</armorPenetrationBlunt>
</projectile>
</ThingDef>

<!-- There is only one type of Forsaken arrow, no subcategory for variants required -->

<!--==================== AmmoSet ========================== -->

<CombatExtended.AmmoSetDef>
<defName>AmmoSet_ForsakensArrows</defName>
<label>forsakens arrows</label>
<ammoTypes>
<Ammo_ForsakensArrows>Projectile_ForsakensArrows</Ammo_ForsakensArrows>
<Ammo_GreatArrow_Stone>Projectile_GreatArrow_StoneFO</Ammo_GreatArrow_Stone>
<Ammo_GreatArrow_Steel>Projectile_GreatArrow_SteelFO</Ammo_GreatArrow_Steel>
<Ammo_GreatArrow_Plasteel>Projectile_GreatArrow_PlasteelFO</Ammo_GreatArrow_Plasteel>
<Ammo_GreatArrow_Venom>Projectile_GreatArrow_VenomFO</Ammo_GreatArrow_Venom>
<Ammo_GreatArrow_Flame>Projectile_GreatArrow_Flame</Ammo_GreatArrow_Flame>
</ammoTypes>
</CombatExtended.AmmoSetDef>

<!--==================== Ammo ========================== -->

<ThingDef Class="CombatExtended.AmmoDef" ParentName="AmmoGreatArrowBase">
<defName>Ammo_ForsakensArrows</defName>
<label>forsakens arrow</label>
<description>Heavy arrow designed to be fired from a forsaken bow.</description>
<graphicData>
<texPath>ThirdParty/Forsakens/FAmmoArrow</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
</graphicData>
<statBases>
<Mass>0.115</Mass>
<MarketValue>0.66</MarketValue>
<Flammability>0</Flammability>
</statBases>
<ammoClass>ForsakenArrow</ammoClass>
</ThingDef>

<!-- ================== Projectiles ================== -->

<ThingDef ParentName="BaseGreatArrowProjectile">
<defName>Projectile_ForsakensArrows</defName>
<label>forsakens arrow</label>
<graphicData>
<texPath>Things/Item/Weapon/AG_ForsakenBow/AG_ForsakenArrow</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageAmountBase>12</damageAmountBase>
<armorPenetrationBlunt>4.5</armorPenetrationBlunt>
<armorPenetrationSharp>5</armorPenetrationSharp>
<preExplosionSpawnChance>0.5</preExplosionSpawnChance>
<speed>39</speed>
<!-- 25 arrows per resource -->
<preExplosionSpawnThingDef>Ammo_ForsakensArrows</preExplosionSpawnThingDef>
</projectile>
</ThingDef>

<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseGreatArrowProjectile">
<defName>Projectile_GreatArrow_StoneFO</defName>
<label>great arrow (stone)</label>
<graphicData>
<texPath>Things/Projectile/Arrows/Arrow_Stone</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<speed>26</speed>
<damageAmountBase>8</damageAmountBase>
<armorPenetrationBlunt>1.660</armorPenetrationBlunt>
<armorPenetrationSharp>1</armorPenetrationSharp>
<preExplosionSpawnChance>0.2</preExplosionSpawnChance><!-- 12.5 arrows per resource -->
<preExplosionSpawnThingDef>Ammo_GreatArrow_Stone</preExplosionSpawnThingDef>
</projectile>
</ThingDef>

<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseGreatArrowProjectile">
<defName>Projectile_GreatArrow_SteelFO</defName>
<label>great arrow (steel)</label>
<graphicData>
<texPath>Things/Projectile/Arrows/Arrow_Steel</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<speed>31</speed>
<damageAmountBase>10</damageAmountBase>
<armorPenetrationBlunt>2.340</armorPenetrationBlunt>
<armorPenetrationSharp>2</armorPenetrationSharp>
<preExplosionSpawnChance>0.6</preExplosionSpawnChance><!-- 25 arrows per resource -->
<preExplosionSpawnThingDef>Ammo_GreatArrow_Steel</preExplosionSpawnThingDef>
</projectile>
</ThingDef>

<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseGreatArrowProjectile">
<defName>Projectile_GreatArrow_PlasteelFO</defName>
<label>great arrow (plasteel)</label>
<graphicData>
<texPath>Things/Projectile/Arrows/Arrow_Plasteel</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<speed>36</speed>
<damageAmountBase>9</damageAmountBase>
<armorPenetrationBlunt>2.140</armorPenetrationBlunt>
<armorPenetrationSharp>3</armorPenetrationSharp>
<preExplosionSpawnChance>0.75</preExplosionSpawnChance><!-- 40 arrows per resource -->
<preExplosionSpawnThingDef>Ammo_GreatArrow_Plasteel</preExplosionSpawnThingDef>
</projectile>
</ThingDef>

<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseGreatArrowProjectile">
<defName>Projectile_GreatArrow_VenomFO</defName>
<label>great arrow (venom)</label>
<graphicData>
<texPath>Things/Projectile/Arrows/Arrow_Venom</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<speed>31</speed>
<damageDef>Arrow</damageDef>
<damageAmountBase>10</damageAmountBase>
<secondaryDamage>
<li>
<def>ArrowVenom</def>
<amount>2</amount>
</li>
</secondaryDamage>
<armorPenetrationBlunt>2.340</armorPenetrationBlunt>
<armorPenetrationSharp>2</armorPenetrationSharp>
<preExplosionSpawnChance>0.6</preExplosionSpawnChance><!-- 25 arrows per resource -->
<preExplosionSpawnThingDef>Ammo_GreatArrow_Steel</preExplosionSpawnThingDef>
</projectile>
</ThingDef>

<!-- ==================== Recipes ========================== -->

<RecipeDef ParentName="AmmoRecipeNeolithicBase">
<defName>MakeAmmo_ForsakensArrows</defName>
<label>make forsakens arrows x10</label>
<description>Craft 10 forsakens arrows.</description>
<jobString>Making forsaken arrows.</jobString>
<workAmount>400</workAmount>
<ingredients>
<!-- Stats manually specified due to alien nature of ammo -->
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>10</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Ammo_ForsakensArrows>10</Ammo_ForsakensArrows>
</products>
</RecipeDef>

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

<!-- === Add ammo to scenario === -->
<Operation Class="PatchOperationAdd">
<xpath>Defs/ScenarioDef[defName="AG_ForsakenCrashlanded"]/scenario/parts</xpath>
<value>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Ammo_ForsakensArrows</thingDef>
<count>100</count>
</li>
</value>
</Operation>

</Patch>
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