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.

This commit is contained in:
Joonas Rikkonen
2018-01-12 15:46:20 +02:00
parent 87d987037f
commit 567b4408ad
5 changed files with 6 additions and 6 deletions

View File

@@ -33,7 +33,7 @@
<!-- lower yaw -->
<limb id = "1" radius="20" height="240">
<sprite texture="Content/Characters/Coelanth/coelanth.png" sourcerect="425,1,101,309" depth="0.025" origin="0.5,0.5"/>
<attack range="300" damagerange="200" duration="0.5" damage="200" bleedingdamage="50" structuredamage="150" damagetype="slash" torque="100" targetforce="-50" severlimbsprobability="0.8"/>
<attack range="300" damagerange="200" duration="0.5" damage="200" bleedingdamage="50" structuredamage="40" damagetype="slash" torque="100" targetforce="-50" severlimbsprobability="0.8"/>
</limb>
<!-- body -->

View File

@@ -49,7 +49,7 @@
<limb id = "3" width="13" height="45" ignorecollisions="true" flip="true">
<sprite texture="Content/Characters/Crawler/crawler.png" sourcerect="65,131,36,50" depth="0.15" origin="0.4,0.5"/>
<attack range="120" damagerange="60" duration="0.5" damage="30" stun="0.1" bleedingdamage="3" structuredamage="50"
<attack range="120" damagerange="60" duration="0.5" damage="30" stun="0.1" bleedingdamage="3" structuredamage="5"
damagetype="slash" targetforce="-30" severlimbsprobability="0.5"
force="5" applyforceonlimbs="0" torque="-20" />
</limb>

View File

@@ -66,7 +66,7 @@
<!-- ""claw" -->
<limb id = "6" width="15" height="63" mass = "4" flip="true" pullpos="0.0,30.0" refjoint="0">
<sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="228,1,28,76" depth="0.01" origin="0.5,0.5"/>
<attack range="200" damagerange="100" duration="0.25" damage="50" stun="0.1" bleedingdamage="5" structuredamage="50" damagetype="slash" targetforce="-100" severlimbsprobability="0.8"
<attack range="200" damagerange="100" duration="0.25" damage="50" stun="0.1" bleedingdamage="5" structuredamage="20" damagetype="slash" targetforce="-100" severlimbsprobability="0.8"
torque="-20" force="10" applyforceonlimbs="0,1,6"/>
<sound file ="Content/Sounds/stepMetal.ogg"/>
</limb>

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@@ -34,7 +34,7 @@
<limb id = "1" width="16" height="103">
<sprite texture="Content/Characters/Tigerthresher/tigerthresher.png" sourcerect="391,169,28,110" depth="0.025" origin="0.5,0.5"/>
<damagedsprite texture="Content/Characters/Tigerthresher/damagedtigerthresher.png" sourcerect="391,169,28,110" origin="0.5,0.5"/>
<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"/>
<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"/>
</limb>
<!-- body front -->

View File

@@ -16,7 +16,7 @@ namespace Barotrauma
class SubmarineBody
{
public const float DamageDepth = -30000.0f;
private const float DamageMultiplier = 50.0f;
private const float ImpactDamageMultiplier = 10.0f;
private const float Friction = 0.2f, Restitution = 0.0f;
@@ -663,7 +663,7 @@ namespace Barotrauma
item.body.ApplyLinearImpulse(item.body.Mass * impulse);
}
var damagedStructures = Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
var damagedStructures = Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * ImpactDamageMultiplier);
#if CLIENT
//play a damage sound for the structure that took the most damage