#  Does not currently support prototype hot-reloading. See comments in c# file.

# Note that for every explosion type you define, explosions & nukes will start performing worse
# You should only define a new explopsion type if you really need to
#
# If you just want to modify properties other than `damagePerIntensity`, it'd be better to
# split off explosion damage & explosion visuals/effects into their own separate prototypes.

- type: explosion
  id: Default
  damagePerIntensity:
    types:
      Heat: 5
      Blunt: 5
      Piercing: 5
  tileBreakChance: [0, 0.5, 1]
  tileBreakIntensity: [0, 10, 30]
  tileBreakRerollReduction: 20
  lightColor: Orange
  texturePath: /Textures/Effects/fire.rsi
  fireStates: 3

- type: explosion
  id: DemolitionCharge
  damagePerIntensity:
    types:
      Heat: 3
      Blunt: 3
      Piercing: 3
      Structural: 50
  tileBreakChance: [ 0, 0.5, 1 ]
  tileBreakIntensity: [ 0, 10, 30 ]
  tileBreakRerollReduction: 20
  lightColor: Orange
  texturePath: /Textures/Effects/fire.rsi
  fireStates: 3

- type: explosion
  id: MicroBomb
  damagePerIntensity:
    types:
      Heat: 6
      Blunt: 6
      Piercing: 6
      Structural: 20
  tileBreakChance: [ 0, 0.5, 1 ]
  tileBreakIntensity: [ 1, 10, 15 ]
  tileBreakRerollReduction: 30
  intensityPerState: 20
  lightColor: Orange
  texturePath: /Textures/Effects/fire.rsi
  fireStates: 3

- type: explosion
  id: Radioactive
  damagePerIntensity:
    types:
      Radiation: 5
      Heat: 4
      Blunt: 3
      Piercing: 3
  lightColor: Green
  fireColor: Green
  texturePath: /Textures/Effects/fire_greyscale.rsi
  fireStates: 3

- type: explosion
  id: Cryo
  damagePerIntensity:
    types:
      Cold: 5
      Blunt: 2
      Structural: 20
  tileBreakChance: [0]
  tileBreakIntensity: [0]
  lightColor: Blue
  fireColor: Blue
  texturePath: /Textures/Effects/fire_greyscale.rsi
  fireStates: 3

- type: explosion
  id: Minibomb
  damagePerIntensity:
    types:
      Heat: 4
      Blunt: 7
      Piercing: 4
  tileBreakChance: [0, 0.5, 1]
  tileBreakIntensity: [0, 10, 30]
  tileBreakRerollReduction: 20
  lightColor: Orange
  texturePath: /Textures/Effects/fire.rsi
  fireStates: 3

- type: explosion
  id: PowerSink
  damagePerIntensity:
    types:
      Heat: 12
      Blunt: 12
      Piercing: 12
      Structural: 30
  tileBreakChance: [ 0, 0.5, 1 ]
  tileBreakIntensity: [ 1, 5, 10 ]
  tileBreakRerollReduction: 3
  intensityPerState: 20
  lightColor: Orange
  texturePath: /Textures/Effects/fire.rsi
  fireStates: 3

- type: explosion
  id: HardBomb
  damagePerIntensity:
    types:
      Heat: 15
      Blunt: 15
      Piercing: 6
      Structural: 40
  tileBreakChance: [ 0, 0.5, 1 ]
  tileBreakIntensity: [ 0, 10, 30 ]
  tileBreakRerollReduction: 10
  intensityPerState: 20
  lightColor: Orange
  texturePath: /Textures/Effects/fire.rsi
  fireStates: 3

- type: explosion
  id: FireBomb
  damagePerIntensity:
    types:
#Sunrise-start
      Heat: 15
      Blunt: 2
      Piercing: 3
#Sunrise-end
  lightColor: Orange
  texturePath: /Textures/Effects/fire.rsi
  fireStates: 3
  fireStacks: 2

# STOP
# BEFORE YOU ADD MORE EXPLOSION TYPES CONSIDER IF AN EXISTING ONE IS SUITABLE
# ADDING NEW ONES IS PROHIBITIVELY EXPENSIVE
