From 091ab52512937538187cb445cdcbbd266344bbe4 Mon Sep 17 00:00:00 2001 From: Th3-spook <165436671+Th3-spook@users.noreply.github.com> Date: Sat, 7 Jun 2025 15:45:16 -0700 Subject: [PATCH] Update Nyx_ammo.cs disabled pattern, removed a zero from damage. --- .../Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx_ammo.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx_ammo.cs b/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx_ammo.cs index a65d55ae8..a14c3bfe0 100644 --- a/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx_ammo.cs +++ b/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx_ammo.cs @@ -37,7 +37,7 @@ partial class Parts AmmoRound = "Nyx Beam", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel. HybridRound = true, // Use both a physical ammo magazine and energy per shot. EnergyCost = 0.0125f, //100MW Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. - BaseDamage = 16000f, // Direct damage; one steel plate is worth 100. + BaseDamage = 1600f, // Direct damage; one steel plate is worth 100. Mass = 0f, // In kilograms; how much force the impact will apply to the target. Health = 0, // How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable. BackKickForce = 0f, // Recoil. This is applied to the Parent Grid. @@ -89,7 +89,7 @@ partial class Parts Patterns = new[] { // If enabled, set of multiple ammos to fire in order instead of the main ammo. "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", }, - Mode = Weapon, // Select when to activate this pattern, options: Never, Weapon, Fragment, Both + Mode = Never, // Select when to activate this pattern, options: Never, Weapon, Fragment, Both TriggerChance = 1f, // This is % Random = false, // This randomizes the number spawned at once, NOT the list order. RandomMin = 1,