euphoria4949

Prey Weapon degradation strings

Sep 3rd, 2019
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  1. Weapons.Instalaser >>> fMalfunctionRate="10" fMalfunctionThreshold="10"
  2. malfuntions start at below 10% condition with a 10% change of malfunction - the vanilla Q-Beam has a 100 clip capacity but I reduced this on my game to 50, so it's 1 in 5 change, therefore this might need to be increased depending on what you set the clip capacity to.
  3.  
  4. Weapons.Shotgun >>> fMalfunctionRate="25" fMalfunctionThreshold="10"
  5. same again below 10% condition 25% (1 in 4) chance of jamming
  6.  
  7. Weapons.GooGun >>> fMalfunctionRate="15" fMalfunctionThreshold="10"
  8. Gloo-gun fires a lot of shots so 15% chance feels fair, I reduced the capacity to 20 with upgrades taking it to 30 and then 60 at upgrade level 5, so this might need tweaking to suit what capacity you set.
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  10. Weapons.Wrench >>> doesn't degrade
  11.  
  12. Weapons.Pistol >>> fMalfunctionRate="20" fMalfunctionThreshold="10"
  13. I reduced the pistol ammo capacity to 10 with upgrades increasing to 15 and 20, so this suits my game but might need to be higher if you keep the clip capacity at vanilla.
  14.  
  15. Weapons.StunGun >>> fMalfunctionRate="20" fMalfunctionThreshold="10"
  16. 1 in 5 chance below 10% condition
  17.  
  18. Weapons.ToyGun >>> doesn't degrade in vanilla and I didn't bothering adding it as I don't think it's needed, but if you wanted to make it degrade change the degradation sting to read this: fDegradationRate="0.5" fHazardIconTime="1" fMalfunctionRate="50" fMalfunctionThreshold="10"
  19.  
  20. Weapons.Unique.Pistol_Golden >>> fMalfunctionRate="20" fMalfunctionThreshold="10"
  21.  
  22. Weapons.Unique.Shotgun_Golden >>> fMalfunctionRate="25" fMalfunctionThreshold="10"
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