Extra Melee Damages - KonradHeinser/EBSGFramework GitHub Wiki

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extraMeleeDamages adds additional damage types to melee attacks. The way it is set up is the same as extraDamages and its namesake, a list of items with the following options in each li:

  • def : The DamageDef to deal
  • amount : The amount of damage to deal
  • armorPenetration : Default (-1) : The armor penetration of the extra damage
  • chance : Default (1) : The chance of the extra damage actually triggering

This example creates a blade type trait that can stun mechanoids briefly using additional EMP damage:

    <WeaponTraitDef>
        <defName>EMPBlade</defName>
        <label>EMP blade</label>
        <description>This blade embedded EMP capacitors, which will temporarily disable electronics and mechanoids.</description>
        <commonality>1</commonality>
        <weaponCategory>Blade</weaponCategory>
        <exclusionTags>
            <li>BladeType</li>
            <li>Color</li>
        </exclusionTags>
        <forcedColor>UniqueWeapon_EMP</forcedColor>
        <statOffsets>
        <MarketValue>75</MarketValue>
        </statOffsets>
        <traitAdjectives>
            <li>EMP</li>
            <li>electric</li>
            <li>shocking</li>
            <li>sparky</li>
            <li>zapping</li>
        </traitAdjectives>
        <modExtensions>
            <li Class="EBSGFramework.WeaponTraitExtension">
                <extraMeleeDamages>
                    <li>
                        <def>EMP</def>
                        <amount>4</amount>
                    </li>
                </extraMeleeDamages>
            </li>
        </modExtensions>
    </WeaponTraitDef>
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