mirror of
https://github.com/FalloutCollaborationProject/FCP-Energy-Weapons.git
synced 2026-07-27 17:02:12 -07:00
Remove energy weapon XML definitions
Deleted XML files for energy weapon damage, hediffs, filth, projectiles, and weapon definitions. This removes all related content for energy weapons from the mod.
This commit is contained in:
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<!--__________ Energy Weapon Damage __________-->
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<!--_____ Plasma Weapon Damage _____-->
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<!-- Plasma Burn -->
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<DamageDef Name="BurnPlasma">
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<defName>FCP_Damage_Plasma_Burn</defName>
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<workerClass>FalloutCore.PlasmaBurn</workerClass>
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<label>plasma burn</label>
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<hasForcefulImpact>false</hasForcefulImpact>
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<makesBlood>false</makesBlood>
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<canInterruptJobs>false</canInterruptJobs>
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<externalViolence>true</externalViolence>
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<deathMessage>{0} has been burned to death by plasma.</deathMessage>
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<hediff>FCP_Hediff_Plasma_Burn</hediff>
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<armorCategory>Heat</armorCategory>
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<buildingDamageFactor>2</buildingDamageFactor>
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<minDamageToFragment>15</minDamageToFragment>
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<defaultArmorPenetration>0.6</defaultArmorPenetration>
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<explosionHeatEnergyPerCell>15</explosionHeatEnergyPerCell>
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<explosionCellFleck>BlastFlame</explosionCellFleck>
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<explosionColorCenter>(1, 0.7, 0.7)</explosionColorCenter>
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<explosionColorEdge>(1, 1, 0.7)</explosionColorEdge>
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<soundExplosion>Explosion_Flame</soundExplosion>
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<combatLogRules>Damage_Flame</combatLogRules>
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<canUseDeflectMetalEffect>false</canUseDeflectMetalEffect>
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</DamageDef>
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<!--_____ Laser Weapon Damage _____-->
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<!-- Laser Burn -->
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<DamageDef Name="BurnLaser">
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<defName>FCP_Damage_Laser_Burn</defName>
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<workerClass>FalloutCore.LaserBurn</workerClass>
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<label>laser burn</label>
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<hasForcefulImpact>false</hasForcefulImpact>
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<makesBlood>false</makesBlood>
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<canInterruptJobs>false</canInterruptJobs>
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<externalViolence>true</externalViolence>
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<deathMessage>{0} has been laser burned to death.</deathMessage>
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<hediff>FCP_Hediff_Laser_Burn</hediff>
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<armorCategory>Heat</armorCategory>
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<minDamageToFragment>15</minDamageToFragment>
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<defaultDamage>10</defaultDamage>
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<defaultArmorPenetration>0</defaultArmorPenetration>
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<explosionHeatEnergyPerCell>15</explosionHeatEnergyPerCell>
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<explosionCellFleck>BlastFlame</explosionCellFleck>
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<explosionColorCenter>(1, 0.7, 0.7)</explosionColorCenter>
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<explosionColorEdge>(1, 1, 0.7)</explosionColorEdge>
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<soundExplosion>Explosion_Flame</soundExplosion>
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<combatLogRules>Damage_Flame</combatLogRules>
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<canUseDeflectMetalEffect>false</canUseDeflectMetalEffect>
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</DamageDef>
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<!--_____ Gauss Weapon Damage _____-->
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<!--_____ Pulse Weapon Damage _____-->
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</Defs>
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@@ -1,76 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<!--__________ Energy Weapon Hediffs __________-->
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<!--_____ Plasma Weapon Hediffs _____-->
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<!-- Plasma Burn -->
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<HediffDef ParentName="InjuryBase">
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<defName>FCP_Hediff_Plasma_Burn</defName>
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<label>Plasma Burn</label>
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<labelNoun>a plasma burn</labelNoun>
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<description>A plasma burn with minimal pain.</description>
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<comps>
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<li Class="HediffCompProperties_TendDuration">
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<labelTendedWell>bandaged</labelTendedWell>
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<labelTendedWellInner>tended</labelTendedWellInner>
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<labelSolidTendedWell>tended</labelSolidTendedWell>
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</li>
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<li Class="HediffCompProperties_Infecter">
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<infectionChance>0.30</infectionChance>
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</li>
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<li Class="HediffCompProperties_GetsPermanent">
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<permanentLabel>plasma burn scar</permanentLabel>
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</li>
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</comps>
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<injuryProps>
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<painPerSeverity>0.0042</painPerSeverity>
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<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
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<canMerge>true</canMerge>
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<destroyedLabel>Burned off</destroyedLabel>
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<destroyedOutLabel>Burned out</destroyedOutLabel>
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</injuryProps>
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</HediffDef>
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<!--_____ Laser Weapon Hediffs _____-->
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<!-- Laser Burn -->
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<HediffDef ParentName="InjuryBase">
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<defName>FCP_Hediff_Laser_Burn</defName>
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<label>Laser Burn</label>
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<labelNoun>a laser burn</labelNoun>
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<description>A laser burn with minimal pain.</description>
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<comps>
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<li Class="HediffCompProperties_TendDuration">
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<labelTendedWell>bandaged</labelTendedWell>
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<labelTendedWellInner>tended</labelTendedWellInner>
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<labelSolidTendedWell>tended</labelSolidTendedWell>
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</li>
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<li Class="HediffCompProperties_Infecter">
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<infectionChance>0.30</infectionChance>
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</li>
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<li Class="HediffCompProperties_GetsPermanent">
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<permanentLabel>laser burn scar</permanentLabel>
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</li>
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</comps>
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<injuryProps>
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<painPerSeverity>0.0042</painPerSeverity>
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<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
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<canMerge>true</canMerge>
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<destroyedLabel>Burned off</destroyedLabel>
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<destroyedOutLabel>Burned out</destroyedOutLabel>
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</injuryProps>
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</HediffDef>
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<!--_____ Gauss Weapon Hediffs _____-->
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<!--_____ Pulse Weapon Hediffs _____-->
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</Defs>
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<?xml version="1.0" encoding="UTF-8"?>
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<Defs>
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<!--__________ Energy Weapon Filths __________-->
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<!--_____ Laser Weapon Filth _____-->
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<!-- Ash Pile -->
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<ThingDef ParentName="BaseFilth">
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<defName>FG_Filth_AshPile</defName>
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<label>Ash Pile</label>
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<altitudeLayer>Projectile</altitudeLayer>
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<statBases>
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<Beauty>-12</Beauty>
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<Cleanliness>-15</Cleanliness>
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</statBases>
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<graphicData>
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<graphicClass>Graphic_Random</graphicClass>
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<texPath>Things/Filth/Ash_Pile</texPath>
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<drawSize>1.5</drawSize>
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<onGroundRandomRotateAngle>0</onGroundRandomRotateAngle>
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</graphicData>
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<filth>
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<cleaningWorkToReduceThickness>70</cleaningWorkToReduceThickness>
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<canFilthAttach>true</canFilthAttach>
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</filth>
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</ThingDef>
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<!--_____ Plasma Weapon Filth _____-->
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<!-- Goo Pile -->
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<ThingDef ParentName="BaseFilth">
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<defName>FG_Filth_Goop</defName>
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<label>goop</label>
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<altitudeLayer>Projectile</altitudeLayer>
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<statBases>
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<Beauty>-12</Beauty>
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<Cleanliness>-15</Cleanliness>
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</statBases>
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<graphicData>
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<graphicClass>Graphic_Random</graphicClass>
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<texPath>Things/Filth/Goop_Pile</texPath>
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<drawSize>1</drawSize>
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<onGroundRandomRotateAngle>0</onGroundRandomRotateAngle>
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</graphicData>
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<filth>
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<cleaningWorkToReduceThickness>70</cleaningWorkToReduceThickness>
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<canFilthAttach>true</canFilthAttach>
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</filth>
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</ThingDef>
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</Defs>
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!--__________ Laser Bullets __________-->
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<!-- Laser -->
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<ThingDef ParentName="BaseBullet">
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<defName>FCP_Bullet_Laser</defName>
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<label>Laser Shot</label>
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<graphicData>
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<texPath>Things/Projectile/FCP_Laser</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<projectile>
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<damageDef>FCP_Damage_Laser_Burn</damageDef>
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<damageAmountBase>18</damageAmountBase>
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<armorPenetrationBase>0.4</armorPenetrationBase>
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<speed>70</speed>
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</projectile>
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</ThingDef>
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<!-- MF Breeder -->
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<ThingDef ParentName="BaseBullet">
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<defName>FCP_Bullet_MF_Breeder</defName>
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<label>Laser Shot</label>
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<graphicData>
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<texPath>Things/Projectile/FCP_Laser</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<projectile>
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<damageDef>FCP_Damage_Laser_Burn</damageDef>
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<damageAmountBase>12</damageAmountBase>
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<armorPenetrationBase>0.4</armorPenetrationBase>
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<speed>65</speed>
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</projectile>
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</ThingDef>
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<!-- Laser S -->
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<ThingDef ParentName="BaseBullet">
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<defName>FCP_Bullet_Laser_S</defName>
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<label>Laser Shot</label>
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<graphicData>
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<texPath>Things/Projectile/FCP_Laser_S</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<projectile>
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<damageDef>FCP_Damage_Laser_Burn</damageDef>
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<damageAmountBase>20</damageAmountBase>
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<armorPenetrationBase>0.8</armorPenetrationBase>
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<speed>75</speed>
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</projectile>
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</ThingDef>
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<!--__________ Plasma Bullets __________-->
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<!-- Plasma Cast -->
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<ThingDef ParentName="BaseBullet">
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<defName>FCP_Bullet_Plasma</defName>
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<label>Plasma Cast</label>
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<graphicData>
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<texPath>Things/Projectile/FCP_Plasma</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<projectile>
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<damageDef>FCP_Damage_Plasma_Burn</damageDef>
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<damageAmountBase>18</damageAmountBase>
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<armorPenetrationBase>1.5</armorPenetrationBase>
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<speed>55</speed>
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</projectile>
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</ThingDef>
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</Defs>
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File diff suppressed because it is too large
Load Diff
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