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248 changes: 248 additions & 0 deletions Resources/Prototypes/Damage/ModifierSets/material.yml
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# 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
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