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performance tweaks, siege blueprints proper selection bugfix, artille…
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…ry uses proper ammo bugfix
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SmashPhil committed Jan 12, 2021
1 parent da05261 commit a574592
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6 changes: 6 additions & 0 deletions .vs/VSWorkspaceState.json
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{
"ExpandedNodes": [
""
],
"PreviewInSolutionExplorer": false
}
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89 changes: 89 additions & 0 deletions 1.2/Defs/DamageDefs/Damages_Misc.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<!-- Splinter -->
<DamageDef ParentName="Arrow">
<defName>VFES_SplinterArrow</defName>
<label>splinter</label>
<workerClass>DamageWorker_AddInjury</workerClass>
<!-- <workerClass>NoCamShakeExplosions.DamageWorker_BombNoCamShake</workerClass> -->
<externalViolence>true</externalViolence>
<deathMessage>{0} has been pierced through to death by a gigantic arrow.</deathMessage>
<hediff>VFES_Stab</hediff>
<hediffSkin>Cut</hediffSkin>
<hediffSolid>Crack</hediffSolid>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Slice</impactSoundType>
<armorCategory>Sharp</armorCategory>
<overkillPctToDestroyPart>0~0.71</overkillPctToDestroyPart>
<isRanged>true</isRanged>
<makesAnimalsFlee>true</makesAnimalsFlee>
<isExplosive>true</isExplosive>
<minDamageToFragment>8</minDamageToFragment>
<defaultDamage>5</defaultDamage>
<defaultArmorPenetration>0.1</defaultArmorPenetration>
<explosionCellMote>Mote_BlastDry</explosionCellMote>
<explosionColorCenter>(1, 1, 1, 0.6)</explosionColorCenter>
<explosionColorEdge>(1, 1, 1, 0.4)</explosionColorEdge>
<soundExplosion>Explosion_Bomb</soundExplosion>
<combatLogRules>Damage_Bomb</combatLogRules>
</DamageDef>

<!-- Rock -->
<DamageDef>
<defName>VFES_Rock</defName>
<label>rock</label>
<!-- <workerClass>DamageWorker_AddInjury</workerClass> -->
<workerClass>NoCamShakeExplosions.DamageWorker_BombNoCamShake</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} has been squashed to death by a gigantic rock.</deathMessage>
<hediff>Crush</hediff>
<hediffSkin>Bruise</hediffSkin>
<hediffSolid>Crack</hediffSolid>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Blunt</impactSoundType>
<armorCategory>Blunt</armorCategory>
<overkillPctToDestroyPart>0~0.67</overkillPctToDestroyPart>
<isRanged>true</isRanged>
<makesAnimalsFlee>true</makesAnimalsFlee>
<isExplosive>true</isExplosive>
<minDamageToFragment>4</minDamageToFragment>
<defaultDamage>20</defaultDamage>
<defaultArmorPenetration>0</defaultArmorPenetration>
<explosionCellMote>Mote_BlastDry</explosionCellMote>
<explosionColorCenter>(1, 1, 1, 0.9)</explosionColorCenter>
<explosionColorEdge>(1, 1, 1, 0.6)</explosionColorEdge>
<soundExplosion>Explosion_Bomb</soundExplosion>
<combatLogRules>Damage_Bomb</combatLogRules>
</DamageDef>

<!-- Flame -->
<DamageDef>
<defName>VFES_HauntingFlame</defName>
<workerClass>NoCamShakeExplosions.DamageWorker_FlameNoCamShake</workerClass>
<label>flame</label>
<hasForcefulImpact>false</hasForcefulImpact>
<makesBlood>false</makesBlood>
<canInterruptJobs>false</canInterruptJobs>
<externalViolence>true</externalViolence>
<deathMessage>{0} has burned to death.</deathMessage>
<hediff>Burn</hediff>
<armorCategory>Heat</armorCategory>
<minDamageToFragment>15</minDamageToFragment>
<defaultDamage>4</defaultDamage>
<defaultArmorPenetration>0</defaultArmorPenetration>
<explosionHeatEnergyPerCell>15</explosionHeatEnergyPerCell>
<explosionCellMote>Mote_BlastFlame</explosionCellMote>
<explosionColorCenter>(1, 0.7, 0.7)</explosionColorCenter>
<explosionColorEdge>(1, 1, 0.7)</explosionColorEdge>
<soundExplosion>Explosion_Flame</soundExplosion>
<combatLogRules>Damage_Flame</combatLogRules>
<canUseDeflectMetalEffect>false</canUseDeflectMetalEffect>
</DamageDef>

<!-- None -->
<DamageDef>
<defName>VFES_NoDMG</defName>
</DamageDef>

</Defs>
11 changes: 11 additions & 0 deletions 1.2/Defs/Designations/Designations.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>

<DesignationDef>
<defName>VFES_RearmTrap</defName>
<texturePath>UI/Designators/RearmTrap</texturePath>
<targetType>Thing</targetType>
<removeIfBuildingDespawned>true</removeIfBuildingDespawned>
</DesignationDef>

</Defs>
43 changes: 43 additions & 0 deletions 1.2/Defs/Effects/Motes_Visual.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>

<ThingDef ParentName="MoteBase">
<defName>VFES_Mote_SpotLight</defName>
<thingClass>VFESecurity.MoteSpotLight</thingClass>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
</mote>
<graphicData>
<texPath>Things/Mote/SpotLight_Mote</texPath>
<shaderType>MoteGlow</shaderType>
</graphicData>
</ThingDef>

<!-- Copied from Vanilla Weapons Expanded -->
<ThingDef ParentName="MoteBase">
<defName>Mote_Firetrail</defName>
<graphicData>
<texPath>Things/Mote/Mote_FireSmoked</texPath>
</graphicData>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0.05</fadeInTime>
<fadeOutTime>0.4</fadeOutTime>
<growthRate>0.3</growthRate>
</mote>
</ThingDef>

<ThingDef ParentName="MoteBase">
<defName>Mote_FTSmoketrail</defName>
<graphicData>
<texPath>Things/Mote/Mote_FireSmoked</texPath>
</graphicData>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0.1</fadeInTime>
<fadeOutTime>0.2</fadeOutTime>
<growthRate>0.3</growthRate>
</mote>
</ThingDef>

</Defs>
33 changes: 33 additions & 0 deletions 1.2/Defs/HediffDefs/Hediffs_Local_Injuries.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<!-- Ballista -->
<HediffDef ParentName="InjuryBase">
<defName>VFES_Stab</defName>
<label>splinter</label>
<labelNoun>a stab wound</labelNoun>
<description>A stab wound.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>sutured</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.1</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>splinter scar</permanentLabel>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.01</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<bleedRate>0.05</bleedRate>
<canMerge>false</canMerge>
<destroyedLabel>Cut off</destroyedLabel>
<destroyedOutLabel>Cut out</destroyedOutLabel>
</injuryProps>
</HediffDef>

</Defs>
17 changes: 17 additions & 0 deletions 1.2/Defs/HediffDefs/Hediffs_Local_Misc.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<!-- Ballista -->
<HediffDef ParentName="DiseaseBase">
<defName>VFES_Dazzled</defName>
<label>dazzled</label>
<labelNoun>a dazzled eye</labelNoun>
<description>Significant impairment of vision as a result of over-exposure to light.</description>
<stages>
<li>
<partEfficiencyOffset>-0.7</partEfficiencyOffset>
</li>
</stages>
</HediffDef>

</Defs>
12 changes: 12 additions & 0 deletions 1.2/Defs/JobDefs/Jobs_Misc.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>

<JobDef>
<defName>VFES_RearmTrap</defName>
<driverClass>VFESecurity.JobDriver_RearmTrap</driverClass>
<reportString>rearming TargetA.</reportString>
<suspendable>false</suspendable>
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
</JobDef>

</Defs>
11 changes: 11 additions & 0 deletions 1.2/Defs/Misc/Records_Misc.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<RecordDef>
<defName>VFES_TrapsRearmed</defName>
<label>Traps Rearmed</label>
<description>The number of traps I have rearmed.</description>
<type>Int</type>
</RecordDef>

</Defs>
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