diff --git a/Resources/Prototypes/Damage/ModifierSets/material.yml b/Resources/Prototypes/Damage/ModifierSets/material.yml new file mode 100644 index 0000000000000..3244ece7d1c17 --- /dev/null +++ b/Resources/Prototypes/Damage/ModifierSets/material.yml @@ -0,0 +1,248 @@ +# Modifier sets for entities that can be described as fully (or mostly) composed of some specific material + +#region Metallic +## Metals resist brute, making them resilient to common attacks and especially bullets. +## Neutral against burns, making burn the preferred damage to destroy it. + +# Extremely strong metal that's unavailable to crew. +- type: damageModifierSet + id: PlastitaniumMod + coefficients: + Piercing: 0.7 # Bullets aren't a good option against metal + flatReductions: + Blunt: 9 + Slash: 9 + Piercing: 9 + Heat: 3 + Cold: 3 + Shock: 3 + Caustic: 3 + Structural: 9 + +# Strong metal used by crew to protect important areas and items. +- type: damageModifierSet + id: PlasteelMod + coefficients: + Piercing: 0.7 # Bullets aren't a good option against metal + flatReductions: + Blunt: 6 + Slash: 6 + Piercing: 6 + Structural: 6 + +# Common metal found all over the place. +- type: damageModifierSet + id: SteelMod + coefficients: + Piercing: 0.7 # Bullets aren't a good option against metal + flatReductions: + Blunt: 3 + Slash: 3 + Piercing: 3 + Structural: 3 + +# Metals that you really shouldn't be building things out of. Gold, silver, uranium, etc. +- type: damageModifierSet + id: PreciousMetalMod + coefficients: + Blunt: 1.2 + Slash: 1.2 + Heat: 1.5 + Cold: 1.5 + Shock: 1.5 + +#endregion +#region Glass +## Glass acts somewhat like an inverse to metal. Resists burns, but weak to brutes. + +# Inverse of metal. Weak to brute but resists burns. +- type: damageModifierSet + id: GlassMod + coefficients: + Blunt: 1.5 + Heat: 0.7 + Cold: 0.7 + Shock: 0.7 + flatReductions: + Heat: 6 + Cold: 6 + Shock: 6 + +# Halfway between steel and glass. +- type: damageModifierSet + id: GlassReinforcedMod + coefficients: + Blunt: 1.3 + Piercing: 0.8 + flatReductions: + Blunt: 2 + Slash: 2 + Piercing: 2 + Heat: 2 + Cold: 2 + Shock: 2 + Structural: 2 + +# Halfway between plasma and glass. +- type: damageModifierSet + id: GlassPlasmaMod + coefficients: + Blunt: 1.5 + Piercing: 1.5 + Heat: 0.7 + Cold: 1.3 + Shock: 1.3 + flatReductions: + Blunt: 3 + Slash: 3 + Heat: 5 + Cold: 2 + Shock: 2 + Caustic: 3 + +# Halfway between reinforced glass and plasma. +- type: damageModifierSet + id: GlassReinforcedPlasmaMod + coefficients: + Blunt: 1.3 + Piercing: 1.2 + Heat: 0.8 + Cold: 1.3 + Shock: 1.3 + flatReductions: + Blunt: 5 + Slash: 5 + Piercing: 2 + Heat: 2 + Cold: 2 + Shock: 2 + Caustic: 2 + Structural: 2 + +#endregion +#region Organic +## Poor resistances with specific, obvious weaknesses. + +- type: damageModifierSet + id: CardboardMod + coefficients: + Blunt: 1.5 + Slash: 2 + Heat: 2 + flatReductions: + Structural: -2 # Falls apart no matter what you do to it + +- type: damageModifierSet + id: WoodMod + coefficients: + Slash: 1.5 + Heat: 1.5 + flatReductions: + Blunt: 4 + Piercing: 4 + +# Silk, cloth, and other woven materials. +- type: damageModifierSet + id: ThreadMod + coefficients: + Slash: 2 + Piercing: 1.5 + Heat: 2 + +# Halfway between thread and plastic. +- type: damageModifierSet + id: DurathreadMod + coefficients: + Slash: 1.5 + Piercing: 1.2 + Heat: 1.5 + Caustic: 1.5 + flatReductions: + Blunt: 2 + Cold: 2 + Shock: 2 + +# Generic "weak to everything" design. Meat is as good a place as any for it. +- type: damageModifierSet + id: MeatMod + coefficients: + Blunt: 1.5 + Slash: 1.5 + Piercing: 1.5 + Heat: 1.5 + Cold: 1.5 + Shock: 1.5 + Caustic: 1.5 + Poison: 1.5 + Radiation: 1.5 + Asphyxiation: 1.5 + Bloodloss: 1.5 + Cellular: 1.5 + Holy: 1.5 + Structural: 1.5 + +#endregion +#region Other + +# A little bit resistant to everything. +- type: damageModifierSet + id: PlasticMod + coefficients: + Caustic: 2 + flatReductions: + Blunt: 2 + Slash: 2 + Piercing: 2 + Heat: 2 + Cold: 2 + Shock: 2 + +# Durable material with an extreme weakness to structural. +- type: damageModifierSet + id: RockMod # And dirt and porcelain + coefficients: + Structural: 3 + flatReductions: + Blunt: 4 + Slash: 4 + Piercing: 4 + Heat: 4 + Cold: 4 + Shock: 4 + Caustic: 4 + +# A weird space rock which fills gaps for unusual weaknesses. +- type: damageModifierSet + id: PlasmaMod + coefficients: + Piercing: 2 + Cold: 2 + Shock: 2 + flatReductions: + Blunt: 6 + Slash: 6 + Heat: 6 + Caustic: 6 + +# The least durable material in the universe. You'd need to be some sort of clown to build with this :o) +- type: damageModifierSet + id: BananiumMod + coefficients: + Blunt: 2 + Slash: 2 + Piercing: 2 + Heat: 2 + Cold: 2 + Shock: 2 + Caustic: 2 + Poison: 2 + Radiation: 2 + Asphyxiation: 2 + Bloodloss: 2 + Cellular: 2 + Holy: 2 + Structural: 2 + flatReductions: + Structural: -5 # Destroyed by a soft breeze + +#endregion diff --git a/Resources/Prototypes/Damage/ModifierSets/material_old.yml b/Resources/Prototypes/Damage/ModifierSets/material_old.yml new file mode 100644 index 0000000000000..b0bf2d7db4bb7 --- /dev/null +++ b/Resources/Prototypes/Damage/ModifierSets/material_old.yml @@ -0,0 +1,181 @@ +# Depreciated modifier sets previously used by structures + +## Metallic + +- type: damageModifierSet + id: Metallic + coefficients: + Blunt: 0.7 + Slash: 0.5 + Piercing: 0.7 + Shock: 1.2 + Structural: 0.5 + flatReductions: + Blunt: 5 + Heat: 5 + +- type: damageModifierSet + id: StructuralMetallicStrong + coefficients: + Blunt: 0.5 + Slash: 0.5 + Piercing: 0.5 + Shock: 1.2 + Structural: 0.25 + flatReductions: + Blunt: 10 + Slash: 10 + Piercing: 10 + Heat: 10 + Structural: 10 + +- type: damageModifierSet + id: StructuralMetallic + coefficients: + Shock: 1.2 + Heat: 1.2 + Structural: 0.5 + flatReductions: + Blunt: 10 + Slash: 10 + Piercing: 10 + Heat: 10 + Structural: 10 + +# Like metallic, but without flat reduction so it can be damaged with fists. +- type: damageModifierSet + id: FlimsyMetallic + coefficients: + Blunt: 0.7 + Slash: 0.5 + Piercing: 0.7 + Shock: 1.2 + +# Like metallic but very strong to resist most all basic tools and weapons. +- type: damageModifierSet + id: StrongMetallic + coefficients: + Blunt: 0.7 + Slash: 0.5 + Piercing: 0.7 + Shock: 1.2 + flatReductions: + Blunt: 10 + Slash: 10 + Piercing: 10 + Shock: 10 + Heat: 10 + +- type: damageModifierSet + id: PerforatedMetallic + coefficients: + Blunt: 2 + Piercing: 0.2 + Shock: 0.6 + flatReductions: + Piercing: 10 + +## Glass + +- type: damageModifierSet + id: Glass + coefficients: + Blunt: 1.2 + Slash: 0.5 + Piercing: 1.0 + Heat: 0.8 + Shock: 0 #glass is an insulator! + flatReductions: + Slash: 5 + Piercing: 5 + Heat: 5 + Structural: 5 + +# Glass without the flat reductions +- type: damageModifierSet + id: FlimsyGlass + coefficients: + Blunt: 1.2 + Slash: 0.5 + Piercing: 1.0 + Heat: 0.8 + Shock: 0 #glass is an insulator! + +- type: damageModifierSet + id: RGlass + coefficients: + Blunt: 0.5 + Slash: 0.3 + Piercing: 0.6 + Heat: 0.5 + Shock: 0 + Structural: 0.5 + flatReductions: + Blunt: 5 + Slash: 5 + Piercing: 5 + Heat: 5 + Structural: 10 + +## Organic + +- type: damageModifierSet + id: Wood + coefficients: + Blunt: 0.5 + Slash: 2.0 + Piercing: 1.0 + Heat: 2.0 + Structural: 0.5 + flatReductions: + Blunt: 5 + +- type: damageModifierSet + id: Card + coefficients: + Slash: 2.0 + Piercing: 0.1 # Holes easily poked through, but do little to structural integrity + Heat: 3.0 + +- type: damageModifierSet + id: Web # Very flammable, can be easily hacked and slashed, but shooting or hitting it is another story. + coefficients: + Blunt: 0.7 + Slash: 1.4 + Piercing: 0.7 + Heat: 2.0 + +## Other + +- type: damageModifierSet + id: Rock + coefficients: + Structural: 4 + Blunt: 0.5 + Slash: 0.25 + Piercing: 0.75 + Heat: 0.9 + flatReductions: + Blunt: 5 + +# for fragile electronics like consoles or shuttle engines. +- type: damageModifierSet + id: Electronic + coefficients: + Blunt: 0.7 + Slash: 0.5 + Piercing: 0.7 + Shock: 2 + Heat: 3 + Structural: 0.5 + +- type: damageModifierSet + id: Inflatable + coefficients: + Blunt: 0.5 + Piercing: 2.0 + Heat: 0.5 + Shock: 0 + Structural: 0.25 + flatReductions: + Blunt: 5 diff --git a/Resources/Prototypes/Damage/ModifierSets/mob.yml b/Resources/Prototypes/Damage/ModifierSets/mob.yml new file mode 100644 index 0000000000000..7f4ebd97a4a00 --- /dev/null +++ b/Resources/Prototypes/Damage/ModifierSets/mob.yml @@ -0,0 +1,76 @@ +# Modifier sets for non-species mobs + +- type: damageModifierSet + id: SlimePet # Very survivable slimes + coefficients: + Blunt: 0.5 + Slash: 0.8 + Piercing: 0.8 + Cold: 1.0 + Poison: 0.2 + Cellular: 0.0 + Radiation: 0.2 + Caustic: 0.0 + +- type: damageModifierSet + id: Cockroach + coefficients: + Blunt: 1.0 + Slash: 1.0 + Piercing: 1.0 + Cold: 1.0 + Poison: 1.0 + Cellular: 1.0 + Radiation: 0.0 # hehe funny cockroach immune to rads + Caustic: 1.0 + +# Massive heat damage, presumably to kill with lasers +- type: damageModifierSet + id: LivingLight + coefficients: + Blunt: 0.8 + Slash: 0.8 + Piercing: 0.7 + Shock: 0.0 + Cold: 0.0 + Poison: 0.0 + Radiation: 0.0 + Cellular: 0.0 + Heat: 2.5 + Caustic: 0.0 + +- type: damageModifierSet + id: Zombie #Blunt resistant and immune to biological threats, but can be hacked apart and burned + coefficients: + Blunt: 0.6 + Piercing: 0.8 + Cold: 0.3 + Heat: 1.25 + Poison: 0.0 + Radiation: 0.0 + +- type: damageModifierSet + id: Infernal + coefficients: + Blunt: 0.8 + Slash: 0.8 + Piercing: 0.8 + Cold: 0.8 + Heat: 0.2 + Holy: 1.5 + flatReductions: + Heat: 3 + +- type: damageModifierSet + id: HellSpawn + coefficients: + Heat: 0.0 + Radiation: 0.0 + Shock: 0.8 + Bloodloss: 0.4 + Holy: 1 + +- type: damageModifierSet + id: ManifestedSpirit + coefficients: + Holy: 2 diff --git a/Resources/Prototypes/Damage/ModifierSets/special.yml b/Resources/Prototypes/Damage/ModifierSets/special.yml new file mode 100644 index 0000000000000..0bbd18326bf75 --- /dev/null +++ b/Resources/Prototypes/Damage/ModifierSets/special.yml @@ -0,0 +1,21 @@ +# These modifiers don't appear as a natural set used by any entity, but for some other novel purpose. + +# Represents which damage types should be modified in relation to how they cause bleed rate. +# Make sure to add any new damage type here. +- type: damageModifierSet + id: BloodlossHuman + coefficients: + Asphyxiation: 0.0 + Bloodloss: 0.0 # no double dipping + Blunt: 0.08 + Caustic: 0.0 + Cellular: 0.0 + Cold: 0.0 + Heat: -0.5 # heat damage cauterizes wounds, but will still hurt obviously. + Holy: 0 + Piercing: 0.2 + Poison: 0.0 + Radiation: 0.0 + Shock: 0.0 + Slash: 0.25 + Structural: 0.0 diff --git a/Resources/Prototypes/Damage/ModifierSets/species.yml b/Resources/Prototypes/Damage/ModifierSets/species.yml new file mode 100644 index 0000000000000..88ac7e765cfd3 --- /dev/null +++ b/Resources/Prototypes/Damage/ModifierSets/species.yml @@ -0,0 +1,72 @@ +# These are modifier sets used for humanoids + +#region Standard round-start + +- type: damageModifierSet + id: Slime + coefficients: + Blunt: 0.6 + Slash: 1.2 + Piercing: 1.2 + Cold: 1.5 + Poison: 0.8 + +- type: damageModifierSet + id: Scale # Skin tougher, bones weaker, strong stomachs, cold-blooded (kindof) + coefficients: + Cold: 1.3 + +- type: damageModifierSet + id: Diona + coefficients: + Blunt: 0.7 + Slash: 0.8 + Heat: 1.5 + Shock: 1.2 + +- type: damageModifierSet + id: Moth # Slightly worse at everything but cold + coefficients: + Cold: 0.7 + Heat: 1.2 + +- type: damageModifierSet + id: Vox + coefficients: # To be decided + Poison: 1 + +# Vulps get more heat damage because fur +- type: damageModifierSet + id: Vulpkanin + coefficients: + Heat: 1.15 + Cold: 0.85 + +#endregion +#region Special + +# immune to everything except physical and heat damage; vulnerable to holy damage because they're undead, but not as vulnerable as a ghost or demon would be +- type: damageModifierSet + id: Skeleton + coefficients: + Blunt: 1.5 # Oof ouch my bones + Cold: 0 + Poison: 0 + Radiation: 0 + Asphyxiation: 0 + Bloodloss: 0 + Cellular: 0 + Holy: 0.5 + +# hurt a lot by blunt, immune to a good amount of other stuff because they're a cookie +- type: damageModifierSet + id: Gingerbread + coefficients: + Blunt: 1.5 + Cold: 0.0 + Radiation: 0.5 + Asphyxiation: 0.0 + Bloodloss: 0.0 + Cellular: 0.0 + +#endregion diff --git a/Resources/Prototypes/Damage/containers.yml b/Resources/Prototypes/Damage/containers.yml index 9b90248e3d923..6e5217bef43b0 100644 --- a/Resources/Prototypes/Damage/containers.yml +++ b/Resources/Prototypes/Damage/containers.yml @@ -1,3 +1,4 @@ +# Living things, like animals or animal parts - type: damageContainer id: Biological supportedGroups: @@ -7,6 +8,19 @@ - Airloss - Genetic +# "Living" things that are predominantly static, like walls of meat +- type: damageContainer + id: StructuralBiological + supportedGroups: + - Brute + - Burn + - Toxin + - Airloss + - Genetic + supportedTypes: + - Structural + +# Not living things that are typically items, like sheets of metal or a tool - type: damageContainer id: Inorganic supportedGroups: @@ -15,6 +29,8 @@ - Heat - Shock +# Not living things that are "well-built" and rarely move, like machines or tables +# If it's on wheels it probably belongs here, too - type: damageContainer id: StructuralInorganic supportedGroups: @@ -39,15 +55,6 @@ supportedTypes: - Heat -- type: damageContainer - id: Box - supportedGroups: - - Brute - - Burn - - Toxin - supportedTypes: - - Shock - - type: damageContainer id: ShadowHaze supportedTypes: diff --git a/Resources/Prototypes/Damage/modifier_sets.yml b/Resources/Prototypes/Damage/modifier_sets.yml deleted file mode 100644 index 86201ef759a87..0000000000000 --- a/Resources/Prototypes/Damage/modifier_sets.yml +++ /dev/null @@ -1,335 +0,0 @@ -- type: damageModifierSet - id: Metallic - coefficients: - Blunt: 0.7 - Slash: 0.5 - Piercing: 0.7 - Shock: 1.2 - Structural: 0.5 - flatReductions: - Blunt: 5 - Heat: 5 - -- type: damageModifierSet - id: StructuralMetallicStrong - coefficients: - Blunt: 0.5 - Slash: 0.5 - Piercing: 0.5 - Shock: 1.2 - Structural: 0.25 - flatReductions: - Blunt: 10 - Slash: 10 - Piercing: 10 - Heat: 10 - Structural: 10 - -- type: damageModifierSet - id: StructuralMetallic - coefficients: - Shock: 1.2 - Heat: 1.2 - Structural: 0.5 - flatReductions: - Blunt: 10 - Slash: 10 - Piercing: 10 - Heat: 10 - Structural: 10 - -- type: damageModifierSet - id: Rock - coefficients: - Structural: 4 - Blunt: 0.5 - Slash: 0.25 - Piercing: 0.75 - Heat: 0.9 - flatReductions: - Blunt: 5 - -- type: damageModifierSet - id: PerforatedMetallic - coefficients: - Blunt: 2 - Piercing: 0.2 - Shock: 0.6 - flatReductions: - Piercing: 10 - -# for fragile electronics like consoles or shuttle engines. -- type: damageModifierSet - id: Electronic - coefficients: - Blunt: 0.7 - Slash: 0.5 - Piercing: 0.7 - Shock: 2 - Heat: 3 - Structural: 0.5 - -# Like metallic, but without flat reduction so it can be damaged with fists. -- type: damageModifierSet - id: FlimsyMetallic - coefficients: - Blunt: 0.7 - Slash: 0.5 - Piercing: 0.7 - Shock: 1.2 - -# Like metallic but very strong to resist most all basic tools and weapons. -- type: damageModifierSet - id: StrongMetallic - coefficients: - Blunt: 0.7 - Slash: 0.5 - Piercing: 0.7 - Shock: 1.2 - flatReductions: - Blunt: 10 - Slash: 10 - Piercing: 10 - Shock: 10 - Heat: 10 - -- type: damageModifierSet - id: Inflatable - coefficients: - Blunt: 0.5 - Piercing: 2.0 - Heat: 0.5 - Shock: 0 - Structural: 0.25 - flatReductions: - Blunt: 5 - -- type: damageModifierSet - id: Glass - coefficients: - Blunt: 1.2 - Slash: 0.5 - Piercing: 1.0 - Heat: 0.8 - Shock: 0 #glass is an insulator! - flatReductions: - Slash: 5 - Piercing: 5 - Heat: 5 - Structural: 5 - -# Glass without the flat reductions -- type: damageModifierSet - id: FlimsyGlass - coefficients: - Blunt: 1.2 - Slash: 0.5 - Piercing: 1.0 - Heat: 0.8 - Shock: 0 #glass is an insulator! - -- type: damageModifierSet - id: RGlass - coefficients: - Blunt: 0.5 - Slash: 0.3 - Piercing: 0.6 - Heat: 0.5 - Shock: 0 - Structural: 0.5 - flatReductions: - Blunt: 5 - Slash: 5 - Piercing: 5 - Heat: 5 - Structural: 10 - -- type: damageModifierSet - id: Wood - coefficients: - Blunt: 0.5 - Slash: 2.0 - Piercing: 1.0 - Heat: 2.0 - Structural: 0.5 - flatReductions: - Blunt: 5 - -- type: damageModifierSet - id: Card - coefficients: - Slash: 2.0 - Piercing: 0.1 # Holes easily poked through, but do little to structural integrity - Heat: 3.0 - -- type: damageModifierSet - id: Web # Very flammable, can be easily hacked and slashed, but shooting or hitting it is another story. - coefficients: - Blunt: 0.7 - Slash: 1.4 - Piercing: 0.7 - Heat: 2.0 - -- type: damageModifierSet - id: Slime - coefficients: - Blunt: 0.6 - Slash: 1.2 - Piercing: 1.2 - Cold: 1.5 - Poison: 0.8 - -- type: damageModifierSet - id: Infernal - coefficients: - Blunt: 0.8 - Slash: 0.8 - Piercing: 0.8 - Cold: 0.8 - Heat: 0.2 - Holy: 1.5 - flatReductions: - Heat: 3 - -- type: damageModifierSet - id: Scale # Skin tougher, bones weaker, strong stomachs, cold-blooded (kindof) - coefficients: - Cold: 1.3 - -- type: damageModifierSet - id: Diona - coefficients: - Blunt: 0.7 - Slash: 0.8 - Heat: 1.5 - Shock: 1.2 - -- type: damageModifierSet - id: Moth # Slightly worse at everything but cold - coefficients: - Cold: 0.7 - Heat: 1.2 - -- type: damageModifierSet - id: Vox - coefficients: # To be decided - Poison: 1 - -- type: damageModifierSet - id: Zombie #Blunt resistant and immune to biological threats, but can be hacked apart and burned - coefficients: - Blunt: 0.6 - Piercing: 0.8 - Cold: 0.3 - Heat: 1.25 - Poison: 0.0 - Radiation: 0.0 - -# immune to everything except physical and heat damage; vulnerable to holy damage because they're undead, but not as vulnerable as a ghost or demon would be -- type: damageModifierSet - id: Skeleton - coefficients: - Blunt: 1.1 - Slash: 0.8 - Piercing: 0.6 - Cold: 0.0 - Poison: 0.0 - Radiation: 0.0 - Asphyxiation: 0.0 - Bloodloss: 0.0 - Cellular: 0.0 - Holy: 0.5 - flatReductions: - Blunt: 5 - -# hurt a lot by blunt, immune to a good amount of other stuff because they're a cookie -- type: damageModifierSet - id: Gingerbread - coefficients: - Blunt: 1.5 - Cold: 0.0 - Radiation: 0.5 - Asphyxiation: 0.0 - Bloodloss: 0.0 - Cellular: 0.0 - -# Represents which damage types should be modified -# in relation to how they cause bleed rate. -# Make sure to add any new damage type here. -- type: damageModifierSet - id: BloodlossHuman - coefficients: - Asphyxiation: 0.0 - Bloodloss: 0.0 # no double dipping - Blunt: 0.08 - Caustic: 0.0 - Cellular: 0.0 - Cold: 0.0 - Heat: -0.5 # heat damage cauterizes wounds, but will still hurt obviously. - Holy: 0 - Piercing: 0.2 - Poison: 0.0 - Radiation: 0.0 - Shock: 0.0 - Slash: 0.25 - Structural: 0.0 - -- type: damageModifierSet - id: SlimePet # Very survivable slimes - coefficients: - Blunt: 0.5 - Slash: 0.8 - Piercing: 0.8 - Cold: 1.0 - Poison: 0.2 - Cellular: 0.0 - Radiation: 0.2 - Caustic: 0.0 - -- type: damageModifierSet - id: HellSpawn - coefficients: - Heat: 0.0 - Radiation: 0.0 - Shock: 0.8 - Bloodloss: 0.4 - Holy: 1 - -- type: damageModifierSet - id: Cockroach - coefficients: - Blunt: 1.0 - Slash: 1.0 - Piercing: 1.0 - Cold: 1.0 - Poison: 1.0 - Cellular: 1.0 - Radiation: 0.0 # hehe funny cockroach immune to rads - Caustic: 1.0 - -# Massive heat damage, presumably to kill with lasers -- type: damageModifierSet - id: LivingLight - coefficients: - Blunt: 0.8 - Slash: 0.8 - Piercing: 0.7 - Shock: 0.0 - Cold: 0.0 - Poison: 0.0 - Radiation: 0.0 - Cellular: 0.0 - Heat: 2.5 - Caustic: 0.0 - -- type: damageModifierSet - id: ManifestedSpirit - coefficients: - Holy: 2 - -# Vulps get more heat damage because fur -- type: damageModifierSet - id: Vulpkanin - coefficients: - Heat: 1.15 - Cold: 0.85 diff --git a/Resources/Prototypes/Entities/Structures/Storage/Closets/big_boxes.yml b/Resources/Prototypes/Entities/Structures/Storage/Closets/big_boxes.yml index 31e3e211d2dc3..7c4827f6e2222 100644 --- a/Resources/Prototypes/Entities/Structures/Storage/Closets/big_boxes.yml +++ b/Resources/Prototypes/Entities/Structures/Storage/Closets/big_boxes.yml @@ -35,7 +35,7 @@ entity_storage: !type:Container - type: Damageable - type: Injurable - damageContainer: Box + damageContainer: Inorganic - type: Sprite noRot: true sprite: Structures/Storage/closet.rsi