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more tweaks, commented mobs, some clean up
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ErhardSteinhauer committed Mar 31, 2024
1 parent 1713514 commit 38fcc16
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Showing 8 changed files with 152 additions and 114 deletions.
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whitelist:
components:
- Body

# Frontier projectiles
# The game wont allow them to sit under _NF.

- type: entity
parent: BaseBulletTrigger
id: BulletFireBolt
name: fire bolt
noSpawn: true
components:
- type: Projectile
damage:
types:
Heat: 2
- type: Sprite
noRot: false
sprite: Objects/Weapons/Guns/Projectiles/magic.rsi
layers:
- state: infernoshot
- type: Ammo
muzzleFlash: null
- type: IgniteOnCollide
fireStacks: 2

- type: entity
parent: BaseBulletTrigger
id: BulletMagicBolt
name: magic bolt
noSpawn: true
components:
- type: Projectile
damage:
types:
Bloodloss: 2
Asphyxiation: 4
- type: Sprite
noRot: false
sprite: Objects/Weapons/Guns/Projectiles/magic.rsi
layers:
- state: arcane_barrage
- type: Ammo
muzzleFlash: null

- type: entity
parent: BaseBulletTrigger
id: BulletBloodCultDarkBolt
name: blood bolt
noSpawn: true
components:
- type: Projectile
damage:
types:
Bloodloss: 1
Slash: 5
- type: Sprite
noRot: false
sprite: Objects/Weapons/Guns/Projectiles/magic.rsi
color: red
layers:
- state: arcane_barrage
- type: Ammo
muzzleFlash: null

- type: hitscan
id: BloodCultLaser
damage:
types:
Slash: 10
muzzleFlash:
sprite: _NF/Effects/bloodcultbeams.rsi
state: red_lightning
travelFlash:
sprite: _NF/Effects/bloodcultbeams.rsi
state: red_lightning
impactFlash:
sprite: _NF/Effects/bloodcultbeams.rsi
state: red_lightning
32 changes: 20 additions & 12 deletions Resources/Prototypes/_NF/Entities/Mobs/NPCs/bloodcultistmob.yml
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Expand Up @@ -21,6 +21,8 @@
- type: MovementAlwaysTouching

# Humans
# Blood Cult Priest, ranged mab, bolts deal 10 slash damage
# Look for magic bolt here:\Resources\Prototypes\_NF\Entities\Objects\Weapons\Guns\Projectiles\magic.yml
- type: entity
name: Blood Cult Priest
parent: MobBloodCultistBase
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fireCost: 100
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 50
autoRechargeRate: 100
- type: Battery
maxCharge: 200
startingCharge: 200
maxCharge: 300
startingCharge: 300
- type: Gun
fireRate: 4
soundGunshot:
path: /Audio/Effects/Lightning/lightningshock.ogg

# Blood Cult Acolyte, melee mob armed with eldritch sword (16 slash)
- type: entity
name: Blood Cult Acolyte
parent: MobBloodCultistBase
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reflectProb: .3
spread: 90

# Blood Cult Acolyte, melee mob armed with ritual dagger (12 slash)
- type: entity
name: Blood Cult Zealot
parent: MobBloodCultistBase
Expand All @@ -76,6 +80,8 @@
reflectProb: .1
spread: 90

# Blood Cult Zealot, ranged mob, crossbow bolt deals 20 slash and 5 bloodloss
# Look for crossbow bolt here: \Resources\Prototypes\_NF\Entities\Objects\Weapons\Guns\Projectiles\crossbow_bolts.yml
- type: entity
name: Blood Cult Zealot
suffix: AI, Crossbow
Expand All @@ -101,6 +107,8 @@
soundGunshot:
collection: BulletMiss

# Blood Cult Zealot, ranged mob, magic bolt deals 5 slash and 2 bloodloss
# Look for magic bolt here:\Resources\Prototypes\_NF\Entities\Objects\Weapons\Guns\Projectiles\magic.yml
- type: entity
name: Blood Cult Zealot
suffix: AI, Ranged
Expand All @@ -124,6 +132,7 @@
path: /Audio/_NF/Effects/silence.ogg

# Non-human mobs
# Ascended Cultist, spawns 2 Drained Ones
- type: entity
name: Ascended Cultist # Megafauna
suffix: AI, Ranged
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pack: bloodcultisthumanoidchatter
- type: Reflect
enabled: true
reflectProb: .5
reflectProb: .4
spread: 90
- type: Sprite
drawdepth: Mobs
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soundGunshot:
path: /Audio/Effects/teleport_arrival.ogg
- type: RechargeBasicEntityAmmo
rechargeCooldown: 50
rechargeCooldown: 55
rechargeSound:
path: /Audio/_NF/Effects/silence.ogg
- type: MeleeWeapon
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sound:
path: /Audio/_NF/Effects/bloodcult/whispers.ogg

# Blood Leech, melee, fast, has moderate health regen
- type: entity
name: Blood Leech
suffix: AI, Melee
Expand Down Expand Up @@ -231,19 +241,15 @@
- type: MovementSpeedModifier
baseWalkSpeed: 4
baseSprintSpeed: 6
- type: LeechOnMarker
leech:
groups:
Brute: -10
Burn: -10
- type: MeleeWeapon
soundHit:
path: /Audio/Effects/bite.ogg
damage:
types:
Slash: 12
Slash: 10
animation: WeaponArcBite

# Drained One, melee
- type: entity
name: Drained One
suffix: AI, Melee
Expand Down Expand Up @@ -284,7 +290,7 @@
path: /Audio/Effects/bite.ogg
damage:
types:
Asphyxiation: 12
Asphyxiation: 7
animation: WeaponArcClaw
- type: PointLight
color: MediumPurple
Expand All @@ -301,6 +307,8 @@
muzzleFlash: null

# Turrets
# blood pylon, ranged, magic bolt deals 5 slash and 2 bloodloss
# Look for magic bolt here:\Resources\Prototypes\_NF\Entities\Objects\Weapons\Guns\Projectiles\magic.yml
- type: entity
parent: BaseWeaponTurret
id: BloodCultTurret
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29 changes: 15 additions & 14 deletions Resources/Prototypes/_NF/Entities/Mobs/NPCs/syndicatemob.yml
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@
- type: AutoWakeUp

# Humans
# Syndicate Captain, armed with AP Python
# Syndicate Captain, "armed" with AP Python
- type: entity
name: Syndicate Captain
parent: MobSyndicateNavalBase
Expand Down Expand Up @@ -60,7 +60,7 @@
- SemiAuto
soundGunshot: /Audio/Weapons/Guns/Gunshots/revolver.ogg

# Syndicate Engineer, armed with shotgun
# Syndicate Engineer, "armed" with shotgun
- type: entity
name: Syndicate Engineer
parent: MobSyndicateNavalBase
Expand All @@ -85,7 +85,8 @@
- SemiAuto
soundGunshot: /Audio/Weapons/Guns/Gunshots/shotgun.ogg

# Syndicate "Medic", throws poisoned darts
# Syndicate "Medic", throws poisoned darts laced with 2u of Impedrezene (hallucinogenic, deals minor poison damage, makes you barf and slows you down)
# Look for darts here: \Resources\Prototypes\_NF\Entities\Objects\Weapons\Throwable\throwable_weapons.yml
- type: entity
name: Syndicate Medic
parent: MobSyndicateNavalBase
Expand All @@ -111,7 +112,7 @@
soundGunshot:
collection: BulletMiss

# Second Officer, armed with Advanced Laser Pistol
# Second Officer, "armed" with Advanced Laser Pistol
- type: entity
name: Syndicate Second Officer
parent: MobSyndicateNavalBase
Expand All @@ -137,7 +138,7 @@
- SemiAuto
soundGunshot: /Audio/Weapons/Guns/Gunshots/laser_cannon.ogg

# Syndicate Security Operative, armed with Atreides SMG
# Syndicate Security Operative, "armed" with Atreides SMG
- type: entity
name: Syndicate Operative
parent: MobSyndicateNavalBase
Expand All @@ -152,21 +153,21 @@
path: /Audio/_NF/Effects/silence.ogg
- type: BasicEntityAmmoProvider
proto: BulletPistol
capacity: 10
count: 10
capacity: 8
count: 8
- type: Gun
useKey: false
minAngle: 10
maxAngle: 30
fireRate: 10
fireRate: 8
angleIncrease: 3
angleDecay: 6
selectedMode: FullAuto
availableModes:
- FullAuto
soundGunshot: /Audio/Weapons/Guns/Gunshots/smg.ogg

# Syndicate Grenadier, armed with china lake
# Syndicate Grenadier, "armed" with china lake
- type: entity
name: Syndicate Grenadier
parent: MobSyndicateNavalBase
Expand Down Expand Up @@ -194,7 +195,7 @@
- SemiAuto
soundGunshot: /Audio/Weapons/Guns/Gunshots/grenade_launcher.ogg

# Syndicate Saboteur, armed with EMP Viper
# Syndicate Saboteur, "armed" with EMP Viper
- type: entity
name: Syndicate Saboteur
parent: MobSyndicateNavalBase
Expand All @@ -220,7 +221,7 @@
- SemiAuto
soundGunshot: /Audio/Weapons/Guns/Gunshots/pistol.ogg

# Hostile Victim of Experimentation, armed with shiv
# Hostile Victim of Experimentation, "armed" with shiv
- type: entity
name: Captive #Victim of Experimentation
parent: MobHumanoidHostileBase
Expand All @@ -243,7 +244,7 @@
rootTask:
task: SimpleHumanoidHostileCompound

# Syndicate Commander, armed with AK
# Syndicate Commander, "armed" with AK
- type: entity
name: Syndicate Commander # Mega Fauna for Dungeons
parent: MobSyndicateNavalBase
Expand Down Expand Up @@ -274,7 +275,7 @@
- SemiAuto
soundGunshot: /Audio/Weapons/Guns/Gunshots/rifle2.ogg

# Syndicate Deckhand, armed with Viper
# Syndicate Deckhand, "armed" with Viper
- type: entity
name: Syndicate Deckhand
parent: MobSyndicateNavalBase
Expand All @@ -300,7 +301,7 @@
- SemiAuto
soundGunshot: /Audio/Weapons/Guns/Gunshots/pistol.ogg

# Syndicate Mime, melee, armed with chainsaw
# Syndicate Mime, melee, "armed" with chainsaw
- type: entity
name: Syndicate Mime
parent: MobSyndicateNavalBase
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Expand Up @@ -46,6 +46,7 @@
- type: MovementAlwaysTouching

# Humans
# Blue Wizard, summons 2 Blue Curacao Elementals
- type: entity
name: Blue Wizard
parent: MobWizFedlBase
Expand All @@ -67,6 +68,8 @@
rechargeSound:
path: /Audio/_NF/Effects/silence.ogg

# Red Wizard, shoots magic bolts that put targets on fire (2 heat damage, 2 fire stacks)
# Look for magic bolt here:\Resources\Prototypes\_NF\Entities\Objects\Weapons\Guns\Projectiles\magic.yml
- type: entity
name: Red Wizard
parent: MobWizFedlBase
Expand Down Expand Up @@ -104,6 +107,8 @@
soundGunshot:
path: /Audio/Magic/fireball.ogg

# Violet Wizard, shoots asphyxiation magic bolts (4 bloodloss, 4 asphyxiation)
# Look for magic bolt here:\Resources\Prototypes\_NF\Entities\Objects\Weapons\Guns\Projectiles\magic.yml
- type: entity
name: Violet Wizard
parent: MobWizFedlBase
Expand All @@ -125,6 +130,8 @@
rechargeSound:
path: /Audio/_NF/Effects/silence.ogg

# Soap Wizard, summons soap to slip targets
# Look for soap here: \Resources\Prototypes\_NF\Entities\Objects\Specific\Wizard\conjured_items.yml
- type: entity
name: Soap Wizard
suffix: AI
Expand Down
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