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Changed Chirr m1 impact vfx. Buffed Pyro.
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Moffein committed Feb 2, 2024
1 parent ab7b423 commit abd42ed
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20 changes: 20 additions & 0 deletions Starstorm 2/Starstorm2Release/README.md
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Expand Up @@ -53,6 +53,26 @@ The SS2 team is free to use any of the new code from this mod as long as this re

## Changelog

`0.16.12`

- Chirr
- M1 projectile impact effect is now green.

- Pyro
- Suppressive Fire
- Increased DPS from 840% -> 1200%
- Increased projectile size by 33%
- Increased blast radius from 3m -> 4m
*Should be less of a gap in damage compared to Blaze Flare now. (100% Heat for 1008% damage -> 100% Heat for 1440% damage)*
- Blaze Flare
- Increased damage from 600% + 150% x 8 -> 400% + 200% x 8
*Slight damage increase, but main change is that damage has been shifted to scale off of Heat more.*
*Overall damage output of Pyro was lacking, with perfect Heat management only resulting in slightly below average killtimes, so his damage output on his Heat-related skills has been buffed.*

`0.16.11`

- Chirr
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Binary file modified Starstorm 2/Starstorm2Release/VideogameMod2Unofficial.zip
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2 changes: 1 addition & 1 deletion Starstorm 2/Starstorm2Release/manifest.json
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@@ -1,6 +1,6 @@
{
"name": "Videogame_Mod_2_Unofficial",
"version_number": "0.16.11",
"version_number": "0.16.12",
"website_url": "https://github.com/Moffein/Starstorm2Unofficial",
"description": "A restoration of the pre-SotV Videogame Mod 2. Compatible with the official Videogame Mod 2!",
"dependencies": [
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2 changes: 1 addition & 1 deletion Starstorm 2/StarstormPlugin.cs
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Expand Up @@ -53,7 +53,7 @@ public class StarstormPlugin : BaseUnityPlugin
{
internal const string guid = "com.ChirrLover.Starstorm2Unofficial";
internal const string modName = "Starstorm 2 Unofficial";
internal const string version = "0.16.11";
internal const string version = "0.16.12";

public static StarstormPlugin instance;

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3 changes: 3 additions & 0 deletions Starstorm 2/Survivors/Chirr/ChirrCore.cs
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Expand Up @@ -230,6 +230,9 @@ private GameObject BuildChirrDart()
ProjectileDamage pd = projectilePrefab.GetComponent<ProjectileDamage>();
pd.damageType = DamageType.Generic;

ProjectileSingleTargetImpact psti = projectilePrefab.GetComponent<ProjectileSingleTargetImpact>();
psti.impactEffect = Addressables.LoadAssetAsync<GameObject>("RoR2/Base/Treebot/OmniImpactVFXSlashSyringe.prefab").WaitForCompletion();

Modules.Prefabs.projectilePrefabs.Add(projectilePrefab);
return projectilePrefab;
}
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Expand Up @@ -14,7 +14,7 @@ public class FlareProjectileController : MonoBehaviour, IProjectileImpactBehavio
public float initialRadius = 2.4f;
public NetworkSoundEventDef explosionSound = null;

public float explosionDamageCoefficient = 0.25f;
public float explosionDamageCoefficient = 0.5f;
public float explosionRadius = 12f;

public float delayBetweenExplosions = 0.3f;
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2 changes: 1 addition & 1 deletion Starstorm 2/Survivors/Pyro/EntityStates/Flaregun.cs
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Expand Up @@ -72,7 +72,7 @@ public override InterruptPriority GetMinimumInterruptPriority()

public static GameObject muzzleflashEffectPrefab = Resources.Load<GameObject>("prefabs/effects/impacteffects/missileexplosionvfx");
public static GameObject projectilePrefab;
public static float damageCoefficient = 6f;
public static float damageCoefficient = 4f;
public static float baseDuration = 0.5f;
public static int maxExplosions = 8;

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2 changes: 1 addition & 1 deletion Starstorm 2/Survivors/Pyro/EntityStates/SuppressiveFire.cs
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Expand Up @@ -68,7 +68,7 @@ public override InterruptPriority GetMinimumInterruptPriority()
public static float baseSelfForce = 450f;
public static GameObject muzzleflashEffectPrefab = Resources.Load<GameObject>("prefabs/effects/impacteffects/missileexplosionvfx");
public static GameObject projectilePrefab;
public static float damageCoefficient = 0.84f;
public static float damageCoefficient = 1.2f;
public static float baseDuration = 0.1f;
public static float heatCost = 0.08f;

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10 changes: 5 additions & 5 deletions Starstorm 2/Survivors/Pyro/PyroCore.cs
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Expand Up @@ -80,7 +80,7 @@ private void BuildSuppressiveFireProjectile()
Modules.Prefabs.projectilePrefabs.Add(projectilePrefab);
UnityEngine.Object.Destroy(projectilePrefab.GetComponent<ProjectileSingleTargetImpact>());

projectilePrefab.transform.localScale *= 1.5f;
projectilePrefab.transform.localScale *= 2f;

GameObject ghostPrefab = Addressables.LoadAssetAsync<GameObject>("RoR2/Base/Lemurian/FireballGhost.prefab").WaitForCompletion().InstantiateClone("SS2UPyroSuppressiveFireGhost", false);
ghostPrefab.transform.localScale *= 0.5f;
Expand All @@ -97,7 +97,7 @@ private void BuildSuppressiveFireProjectile()
pie.blastAttackerFiltering = AttackerFiltering.NeverHitSelf;
pie.blastDamageCoefficient = 1f;
pie.blastProcCoefficient = 0.7f;
pie.blastRadius = 3f;
pie.blastRadius = 4f;
pie.bonusBlastForce = Vector3.zero;
pie.canRejectForce = true;
pie.destroyOnEnemy = true;
Expand Down Expand Up @@ -271,7 +271,7 @@ private void SetUpSecondaries(SkillLocator skillLocator)
Skills.secondaryAirblast = airblast;

LanguageAPI.Add("SS2UPYRO_SECONDARY_ALT_NAME", "\"Suppressive Fire\"");
LanguageAPI.Add("SS2UPYRO_SECONDARY_ALT_DESCRIPTION", $"<color=#D78326>Rapidly consume heat</color> to fire a stream of fireballs that deal <style=cIsDamage>840% damage per second</style> and <style=cIsDamage>ignite</style>.");
LanguageAPI.Add("SS2UPYRO_SECONDARY_ALT_DESCRIPTION", $"<color=#D78326>Rapidly consume heat</color> to fire a stream of fireballs that deal <style=cIsDamage>1200% damage per second</style> and <style=cIsDamage>ignite</style>.");

HeatSkillDef suppressiveFire = ScriptableObject.CreateInstance<HeatSkillDef>();
suppressiveFire.activationState = new SerializableEntityStateType(typeof(SuppressiveFire));
Expand Down Expand Up @@ -340,7 +340,7 @@ private void SetUpUtilities(SkillLocator skillLocator)
private void SetUpSpecials(SkillLocator skillLocator)
{
LanguageAPI.Add("SS2UPYRO_SPECIAL_NAME", "Blaze Flare");
LanguageAPI.Add("SS2UPYRO_SPECIAL_DESCRIPTION", $"<color=#D78326>Consume all heat</color> and fire a flare for <style=cIsDamage>600% damage</style>. On impact, explodes for up to <style=cIsDamage>8x150% damage</style> based on <color=#D78326>heat</color> consumed.");
LanguageAPI.Add("SS2UPYRO_SPECIAL_DESCRIPTION", $"<color=#D78326>Consume all heat</color> and fire a flare for <style=cIsDamage>400% damage</style>. On impact, explodes for up to <style=cIsDamage>8x200% damage</style> based on <color=#D78326>heat</color> consumed.");

HeatSkillDef flareGun = ScriptableObject.CreateInstance<HeatSkillDef>();
flareGun.activationState = new SerializableEntityStateType(typeof(Flaregun));
Expand Down Expand Up @@ -377,7 +377,7 @@ private void SetUpSpecials(SkillLocator skillLocator)
private void SetUpScepters(SkillLocator skillLocator)
{
LanguageAPI.Add("SS2UPYRO_SPECIAL_SCEPTER_NAME", "Hell Flare");
LanguageAPI.Add("SS2UPYRO_SPECIAL_SCEPTER_DESCRIPTION", $"<color=#D78326>Consume all Heat</color> and fire a flare for <style=cIsDamage>600% damage</style>. On impact, it explodes for up to <style=cIsDamage>16x150% damage</style> based on <color=#D78326>heat</color> consumed.");
LanguageAPI.Add("SS2UPYRO_SPECIAL_SCEPTER_DESCRIPTION", $"<color=#D78326>Consume all Heat</color> and fire a flare for <style=cIsDamage>400% damage</style>. On impact, it explodes for up to <style=cIsDamage>16x200% damage</style> based on <color=#D78326>heat</color> consumed.");

HeatSkillDef flareScepter = ScriptableObject.CreateInstance<HeatSkillDef>();
flareScepter.activationState = new SerializableEntityStateType(typeof(Flaregun));
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