Nerfed wall damage. Crawlers, mantises, threshers and coelanths now take much more time to tear through the hull and collisions with the level cause less damage.
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@@ -33,7 +33,7 @@
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<!-- lower yaw -->
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<limb id = "1" radius="20" height="240">
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<sprite texture="Content/Characters/Coelanth/coelanth.png" sourcerect="425,1,101,309" depth="0.025" origin="0.5,0.5"/>
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<attack range="300" damagerange="200" duration="0.5" damage="200" bleedingdamage="50" structuredamage="150" damagetype="slash" torque="100" targetforce="-50" severlimbsprobability="0.8"/>
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<attack range="300" damagerange="200" duration="0.5" damage="200" bleedingdamage="50" structuredamage="40" damagetype="slash" torque="100" targetforce="-50" severlimbsprobability="0.8"/>
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</limb>
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<!-- body -->
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@@ -49,7 +49,7 @@
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<limb id = "3" width="13" height="45" ignorecollisions="true" flip="true">
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<sprite texture="Content/Characters/Crawler/crawler.png" sourcerect="65,131,36,50" depth="0.15" origin="0.4,0.5"/>
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<attack range="120" damagerange="60" duration="0.5" damage="30" stun="0.1" bleedingdamage="3" structuredamage="50"
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<attack range="120" damagerange="60" duration="0.5" damage="30" stun="0.1" bleedingdamage="3" structuredamage="5"
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damagetype="slash" targetforce="-30" severlimbsprobability="0.5"
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force="5" applyforceonlimbs="0" torque="-20" />
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</limb>
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@@ -66,7 +66,7 @@
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<!-- ""claw" -->
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<limb id = "6" width="15" height="63" mass = "4" flip="true" pullpos="0.0,30.0" refjoint="0">
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<sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="228,1,28,76" depth="0.01" origin="0.5,0.5"/>
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<attack range="200" damagerange="100" duration="0.25" damage="50" stun="0.1" bleedingdamage="5" structuredamage="50" damagetype="slash" targetforce="-100" severlimbsprobability="0.8"
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<attack range="200" damagerange="100" duration="0.25" damage="50" stun="0.1" bleedingdamage="5" structuredamage="20" damagetype="slash" targetforce="-100" severlimbsprobability="0.8"
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torque="-20" force="10" applyforceonlimbs="0,1,6"/>
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<sound file ="Content/Sounds/stepMetal.ogg"/>
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</limb>
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@@ -34,7 +34,7 @@
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<limb id = "1" width="16" height="103">
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<sprite texture="Content/Characters/Tigerthresher/tigerthresher.png" sourcerect="391,169,28,110" depth="0.025" origin="0.5,0.5"/>
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<damagedsprite texture="Content/Characters/Tigerthresher/damagedtigerthresher.png" sourcerect="391,169,28,110" origin="0.5,0.5"/>
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<attack range="300" damagerange="150" duration="0.5" damage="150" bleedingdamage="10" structuredamage="200" damagetype="slash" force="80" torque="80" targetforce="-50" severlimbsprobability="0.8"/>
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<attack range="300" damagerange="150" duration="0.5" damage="150" bleedingdamage="10" structuredamage="30" damagetype="slash" force="80" torque="80" targetforce="-50" severlimbsprobability="0.8"/>
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</limb>
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<!-- body front -->
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@@ -16,7 +16,7 @@ namespace Barotrauma
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class SubmarineBody
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{
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public const float DamageDepth = -30000.0f;
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private const float DamageMultiplier = 50.0f;
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private const float ImpactDamageMultiplier = 10.0f;
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private const float Friction = 0.2f, Restitution = 0.0f;
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@@ -663,7 +663,7 @@ namespace Barotrauma
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item.body.ApplyLinearImpulse(item.body.Mass * impulse);
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}
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var damagedStructures = Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
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var damagedStructures = Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * ImpactDamageMultiplier);
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#if CLIENT
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//play a damage sound for the structure that took the most damage
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