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Nerve Spiker and Bioferries bolts tweaks and fixes #3201

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25 changes: 13 additions & 12 deletions Anomaly/Defs/Ammo/NerveSpikerBolt.xml
Original file line number Diff line number Diff line change
Expand Up @@ -23,23 +23,24 @@
<ThingDef Class="CombatExtended.AmmoDef" ParentName="AmmoCrossbowBoltBase">
<defName>Ammo_NerveSpikerBolt</defName>
<label>nerve spiker bolt</label>
<description>A heavy bioferrite bolt, shaped to be fired from a nerve spiker.\n\nThough simple to make, these bolts are brittle and tend to deform or break on impact, making them impossible to reuse.</description>
<description>A heavy bioferrite bolt, shaped to be fired from a nerve spiker.\n\nThough simple to make, these bolts are brittle and tend to deform or break on impact.</description>
<graphicData>
<texPath>Things/Ammo/Medieval/Bolt/Bioferrite</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
</graphicData>
<statBases>
<Mass>0.098</Mass>
<Bulk>0.29</Bulk>
<Flammability>0</Flammability>
<MarketValue>0.78</MarketValue> <!-- The value of 1 bioferrite + value of work [(workAmount / 1200) / product quantity] -->
<Bulk>0.34</Bulk>
<Flammability>0.75</Flammability>
<MarketValue>0.92</MarketValue> <!-- The value of 1 bioferrite input into the ammo spreadsheet instead of plasteel, 10 bioferrite per batch for 200 work per material -->
</statBases>
<thingCategories>
<li>AmmoNerveSpiker</li>
</thingCategories>
</thingCategories>
<stackLimit>2000</stackLimit>
<tradeTags inherit="false">
<li>CE_PreIndustrialAmmo</li>
</tradeTags>
</tradeTags>
<ammoClass>Nerve</ammoClass>
</ThingDef>

Expand All @@ -49,17 +50,17 @@
<defName>Projectile_NerveSpikerBolt</defName>
<label>nerve spiker bolt</label>
<graphicData>
<texPath>Things/Projectile/Arrows/Arrow_Bioferrite</texPath>
<texPath>Things/Projectile/Bolts/Bolt_Bioferrite</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageDef>NerveBioferrite</damageDef>
<speed>34</speed>
<damageAmountBase>12</damageAmountBase>
<armorPenetrationBlunt>7.08</armorPenetrationBlunt>
<damageAmountBase>11</damageAmountBase>
<armorPenetrationBlunt>10.8</armorPenetrationBlunt>
<armorPenetrationSharp>5</armorPenetrationSharp>
<preExplosionSpawnChance>0.25</preExplosionSpawnChance>
<preExplosionSpawnThingDef>Ammo_NerveSpikerBolt</preExplosionSpawnThingDef> <!-- The bolts crack/bend on impact and can't immediately be reused.-->
<preExplosionSpawnChance>0.5</preExplosionSpawnChance>
<preExplosionSpawnThingDef>Ammo_NerveSpikerBolt</preExplosionSpawnThingDef>
</projectile>
</ThingDef>

Expand Down Expand Up @@ -88,7 +89,7 @@
<products>
<Ammo_NerveSpikerBolt>10</Ammo_NerveSpikerBolt>
</products>
<workAmount>400</workAmount>
<workAmount>2000</workAmount>
</RecipeDef>

</Defs>
12 changes: 8 additions & 4 deletions Anomaly/Patches/ThingDefs_Misc/Weapons_RangedHoraxian.xml
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
<Patch>

<!-- === Tools === -->

<Operation Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="NerveSpiker"]/tools</xpath>
<value>
Expand All @@ -23,9 +24,10 @@
<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
<defName>NerveSpiker</defName>
<statBases>
<Mass>3.5</Mass>
<Bulk>6</Bulk>
<SwayFactor>1.2</SwayFactor>
<ShotSpread>0.7</ShotSpread>
<ShotSpread>0.5</ShotSpread>
<SightsEfficiency>1</SightsEfficiency>
<RangedWeapon_Cooldown>1</RangedWeapon_Cooldown>
</statBases>
Expand All @@ -37,13 +39,15 @@
<verbClass>CombatExtended.Verb_ShootCE</verbClass>
<hasStandardCommand>True</hasStandardCommand>
<defaultProjectile>Projectile_NerveSpikerBolt</defaultProjectile>
<warmupTime>1</warmupTime>
<warmupTime>1.0</warmupTime>
<range>28</range>
<soundCast>Bow_Large</soundCast>
<soundCast>Shot_CE_Crossbow</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
</Properties>
<AmmoUser>
<magazineSize>1</magazineSize>
<reloadTime>7</reloadTime>
<AmmoGenPerMagOverride>2</AmmoGenPerMagOverride>
<reloadTime>4</reloadTime>
<ammoSet>AmmoSet_NerveSpikerBolt</ammoSet>
</AmmoUser>
<FireModes>
Expand Down