Explosion - KonradHeinser/EBSGFramework GitHub Wiki

explosion is a node that customizes how something explodes, like with Burst Attacks or the Various Explosion Hediff Comps. The format is set up the same between them to make it easier to work with explosions in this framework. All options related to the explosion are placed within the explosion node, with these as the ones that alter the main function:

  • radius : Default (0) : How wide the explosion should be. Mutually exclusive with statRadius

  • statRadius : The StatDef to use to determine the explosion size

  • damageDef : The DamageDef to use. This is required

  • damageAmount : The amount of damage to deal. Will try to use the DamageDef's default damage if not filled in

  • armorPenetration : How well it pierces through armor. Defaults to the DamageDef's if not filled in

  • damageFalloff : Default (False) : When true, the damage amount decreases the further they are from the center

  • extraGasType : An extra gas type to create when the explosion occurs. The Options are BlindSmoke, ToxGas, RotStink, and DeadlifeDust

  • gasRadiusOverride : The maximum radius that the gas can be generated in, if one is set. This is still constrained by whatever the game views as the limit for the explosion in general

  • postExplosionGasAmount : Default (255) : The amount of gas generated in each cell, with 255 completely filling it

  • chanceToStartFire : Default (0) : Chance to try to catch flammable things on fire

  • excludeRadius : Default (0) : Usually better to just have exclusions set to Self

  • exclusions : Default (Self) : Determines what gets excluded from the explosion damage. The options are None, Self, Allies, and NonHostiles

  • excludeNonPawnsAndNonBuildings : Default (False) : Causes the explosion to attempt to exclude anything that isn't considered a Pawn or a Building from the explosion damage, which would primarily be loose items on the ground. This may have unexpected effects

These are the more aesthetic options of the explosion, like sounds and thing creation:

  • explosionSound - The sound the explosion makes

  • postExplosionThingWater : Creates thing over water when the explosion overlaps with water

  • screenShakeFactor : Default (0) : Shake that screen

  • postExplosionThing : The ThingDef that is generated after explosion

  • postExplosionThingChance : Default (0) : The chances of the thing being created, with 1 being 100%

  • postExplosionSpawnThingCount : Default (1) : Number of things created

  • preExplosionThing : The ThingDef that is generated before the explosion

  • preExplosionThingChance : Default (0) : The chances of the thing being created, with 1 being 100%

  • preExplosionSpawnThingCount : Default (1) : Number of things created

  • effecter : The EffecterDef created at the start of the explosion

  • effecterTicks : If given a value above 0, the map will maintain the effecter for a number of ticks equal to this value. If it isn't added, then it's handled by the EffecterDef itself