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ArmorSystem
Like with Weapon Definitions, these need to be put in MasterConfig, this time under ArmorDefinitions(). Ex. ArmorDefinitions(ExampleArmor)
ArmorDefinition ExampleArmor => new ArmorDefinition
{
SubtypeIds = new[] {
"Subtype1",
"Subtype2",
"Subtype3",
},
EnergeticResistance = 1f, //Resistance to Energy damage. 0.5f = 200% damage, 2f = 50% damage
KineticResistance = 1f, //Resistance to Kinetic damage. Leave these as 1 for no effect
Kind = Heavy, //Heavy, Light, NonArmor - which ammo damage multipliers to apply
MinDamage = 1, //Minimum damage for a block to actually take damage. Damage events below this value will
//deduct from the projectiles damage pool but do nothing to the block. Respects all damage modifiers
IsSacrificialArmor = false, //If true, armor will be destroyed by a single projectile hit and stop all
//further primary damage, regardless of BaseDamage or block integrity.
//Optionally gated by MinDamageSacrificial and SacrificialIntegrityThreshold.
MinDamageSacrificial = 1, //Minimum amount of damage to invoke the sacrificial effect. Keeps low damage events
//from triggering sacrifice. Respects all damage modifiers
SacrificialIntegrityThreshold = 0.5f, //Threshold for the minimum block integrity for the sacrificial effect to occur
};List of all block subtype IDs that share WC Armor stats. Ensure that there are no duplicate subtype IDs!
Resistance to WC Energy / Kinetic damage specified in ammo definitions. Higher number means less incoming damage. (Specifically, damage is multiplied by 1/resistance)
Specifies which multipliers this block will recieve from an ammo's DamageScales.Armor multipliers. ArmorDef.Armor applies to both Heavy and Light, with the rest being self explanatory.
HeavyLightNonArmor
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