protected override void PrepareDamageDescription( out double damageValue, out double armorPiercingCoef, out double finalDamageMultiplier, out double rangeMax, DamageDistribution damageDistribution) { damageValue = 15; armorPiercingCoef = 0; finalDamageMultiplier = 2.5; rangeMax = 7; damageDistribution.Set(DamageType.Kinetic, 0.7); damageDistribution.Set(DamageType.Impact, 0.3); }
protected override void PrepareDamageDescription( out double damageValue, out double armorPiercingCoef, out double finalDamageMultiplier, out double rangeMax, DamageDistribution damageDistribution) { damageValue = 20; armorPiercingCoef = 0.2; finalDamageMultiplier = 1.5; rangeMax = 10; damageDistribution.Set(DamageType.Kinetic, 0.6); damageDistribution.Set(DamageType.Heat, 0.4); }
protected override void PrepareDamageDescription( out double damageValue, out double armorPiercingCoef, out double finalDamageMultiplier, out double rangeMax, DamageDistribution damageDistribution) { damageValue = 12; armorPiercingCoef = 0; finalDamageMultiplier = 2; rangeMax = 9; damageDistribution.Set(DamageType.Kinetic, 0.4); damageDistribution.Set(DamageType.Chemical, 0.6); }
protected override void PrepareProtoWeapon( out IEnumerable <IProtoItemAmmo> compatibleAmmoProtos, ref DamageDescription overrideDamageDescription) { // no ammo used compatibleAmmoProtos = null; var damageDistribution = new DamageDistribution(); damageDistribution.Set(DamageType.Impact, 0.5); damageDistribution.Set(DamageType.Chemical, 0.5); // uses poison or something :) overrideDamageDescription = new DamageDescription( damageValue: 18, armorPiercingCoef: 0, finalDamageMultiplier: 1.25, rangeMax: 1.5, damageDistribution: damageDistribution); }
protected override void PrepareDamageDescriptionCharacters( out double damageValue, out double armorPiercingCoef, out double finalDamageMultiplier, DamageDistribution damageDistribution) { damageValue = 120; armorPiercingCoef = 0; finalDamageMultiplier = 1; damageDistribution.Set(DamageType.Kinetic, 1); }
protected override void PrepareDamageDescriptionCharacters( out double damageValue, out double armorPiercingCoef, out double finalDamageMultiplier, DamageDistribution damageDistribution) { // nobody can survive this explosion damageValue = 10_000; armorPiercingCoef = 1; finalDamageMultiplier = 1; damageDistribution.Set(DamageType.Kinetic, 1); }
protected override void PrepareDamageDescriptionCharacters( out double damageValue, out double armorPiercingCoef, out double finalDamageMultiplier, DamageDistribution damageDistribution) { damageValue = 60; // lower damage than other grenades due to higher radius and higher final multiplier armorPiercingCoef = 0; finalDamageMultiplier = 1.25; damageDistribution.Set(DamageType.Explosion, 1.0); }
protected override void PrepareDamageDescription( out double damageValue, out double armorPiercingCoef, out double finalDamageMultiplier, out double rangeMax, DamageDistribution damageDistribution) { damageValue = 19; armorPiercingCoef = 0; finalDamageMultiplier = 1.4; rangeMax = 6; damageDistribution.Set(DamageType.Impact, 1); }
protected override void PrepareDamageDescriptionCharacters( out double damageValue, out double armorPiercingCoef, out double finalDamageMultiplier, DamageDistribution damageDistribution) { damageValue = 90; armorPiercingCoef = 0.2; finalDamageMultiplier = 1; damageDistribution.Set(DamageType.Explosion, 0.6) .Set(DamageType.Cold, 0.4); }
protected override void PrepareDamageDescription( out double damageValue, out double armorPiercingCoef, out double finalDamageMultiplier, out double rangeMax, DamageDistribution damageDistribution) { damageValue = 45; armorPiercingCoef = 0.75; finalDamageMultiplier = 1; rangeMax = 11; damageDistribution.Set(DamageType.Kinetic, 1); }
protected override void PrepareDamageDescription( out double damageValue, out double armorPiercingCoef, out double finalDamageMultiplier, out double rangeMax, DamageDistribution damageDistribution) { damageValue = 12; // actual damage won't be too big, due to pellets spread armorPiercingCoef = 0; finalDamageMultiplier = 5; rangeMax = 7; damageDistribution.Set(DamageType.Kinetic, 0.8) .Set(DamageType.Impact, 0.2); }