Expand description
interface DamageProps {
armor?: Partial<{ category: string; defaultPenetration: number }>;
behavior: {
animalsFlee: boolean;
explosion?:
| false
| {
affectOutsidePartsOnly: boolean;
heatEnergyPerCell: number;
propagationSpeed: number;
};
externalViolence: boolean;
forcefulImpact: boolean;
ranged: boolean;
};
damage?: Partial<
{
default: number;
defaultStopping: number;
minToFragment: number;
overkillPctToDestroyPart: string;
},
>;
effects?: {
explosion?: {
cellFleck: string;
colorCenter: [number, number, number];
colorEdge: [number, number, number];
sound: string;
};
impactSoundType?: string;
};
environmentFactors?: Partial<
{
buildingImpassable: number;
buildingPassable: number;
corpse: number;
plant: number;
},
>;
health?: {
harmAllLayersUntilOutside?: boolean;
hediff?: string;
hediffSolid?: string;
};
label: string;
messages?: Partial<{ combat: string; death: string; description?: string }>;
name: string;
workerClass?: string;
}Properties§
Source§armor?: Partial<{ category: string; defaultPenetration: number }>
armor?: Partial<{ category: string; defaultPenetration: number }>
Armor and penetration configuration
Source§behavior: {
animalsFlee: boolean;
explosion?:
| false
| {
affectOutsidePartsOnly: boolean;
heatEnergyPerCell: number;
propagationSpeed: number;
};
externalViolence: boolean;
forcefulImpact: boolean;
ranged: boolean;
}
behavior: {
animalsFlee: boolean;
explosion?:
| false
| {
affectOutsidePartsOnly: boolean;
heatEnergyPerCell: number;
propagationSpeed: number;
};
externalViolence: boolean;
forcefulImpact: boolean;
ranged: boolean;
}
Behavior configuration
Source§damage?: Partial<
{
default: number;
defaultStopping: number;
minToFragment: number;
overkillPctToDestroyPart: string;
},
>
damage?: Partial<
{
default: number;
defaultStopping: number;
minToFragment: number;
overkillPctToDestroyPart: string;
},
>
Damage values configuration
Source§effects?: {
explosion?: {
cellFleck: string;
colorCenter: [number, number, number];
colorEdge: [number, number, number];
sound: string;
};
impactSoundType?: string;
}
effects?: {
explosion?: {
cellFleck: string;
colorCenter: [number, number, number];
colorEdge: [number, number, number];
sound: string;
};
impactSoundType?: string;
}
Audio and visual effects configuration
Source§environment Factors?: Partial<
{
buildingImpassable: number;
buildingPassable: number;
corpse: number;
plant: number;
},
>
environment Factors?: Partial<
{
buildingImpassable: number;
buildingPassable: number;
corpse: number;
plant: number;
},
>
Building and environment damage configuration
Source§health?: { harmAllLayersUntilOutside?: boolean; hediff?: string; hediffSolid?: string }
health?: { harmAllLayersUntilOutside?: boolean; hediff?: string; hediffSolid?: string }
Health effect configuration
damage configuration