Fixed a bug due to which the config for compatibility with CodeRebirth did not appear
The mod loaded as it should, I just forgot to rename the config
[0.4.1]
Fixed a bug due to which the mod refused to load if CodeRebirth was missing
[0.4.0]
Fixed a logic for item charging
DOT config moved from Enemies section to new config section
Zap gun price is now configurable
Enemies:
Giants can now be set on fire
Blobs can now be vaporized
Added a patch that increases or decreases the difficulty of the minigame for enemies depending on the distance from where the minigame starts (can be disabled)
the divider is configurable, which makes it possible to make only a decrease or only an increase in difficulty (the formula is written in the patch description)
Hazards:
Vanila:
Landmine now explodes only after canceling charging
SpikeTrap now needs to be charged for 1 second in order for it to count as a zap
CodeRebirth:
AC Unit: Decreases firing range by 1/15 every second of charging
Bear Trap: Have you ever tried charging conductive items?
Flash Turret: Increase cooldown up to 1 minute (you need to charge the flash turret for a very long time..)
Industial Fan: Turn off while charging
Laser: Explodes after 1.5 seconds of charging
Microwave: Toggle microwave
Tesla: Takes 50% of the maximum charge of zap gun to turn off, but can detonate a zap gun.
[0.3.2]
Fixed an error that could occur when a mob explodes
Added additional battery sync for item charging (just in case if it was not synced before)
[0.3.1]
Removed HappyBirthdayRat, Slayer and Wig steamid events (iykyk)
Fixed a bug with the enemy exploding after interruption and activation of the zap gun
[0.3.0]
SpikeTrap - the zap point is now located at the location of the red dot at the base of the trap
Items - Raised the zap point slightly for every item with battery and weapon
Enemy config changes
Now the time before explosion for each enemy specified in the list is configured separately
You can turn off the explosion to make the enemies listed in the list zapable without explosion
Zap gun DOT (damage over time) (part of enemy config, but I decided to put it here separately)
Too OP imo so it is disabled by default
Separate damage to players and mobs
Most likely can heal players if a negative value is set in the config (it is patcher tool after all)
Configurable time
It SHOULD NOT kill creatures that can't die from a shovel
[0.2.1]
Landmine can now be zapped properly (thanks, Xu)
Fixed an error when trying to zap a turret
Fixed config for items
If some items from mods are not in the config - shout at the author of the mod so that they fix Scriptble Object for the item.
Don't forget to reset the config to avoid possible errors
[0.2.0]
Vanilla hazards can now be zapped
Landmine: at the moment it is impossible to zap, although there is a script for this.
As I understand it, the landmine collider is too low and the zap gun cannot detect the mine as something that can be stunned because of this.
Turret: goes into berserk mode after some time for 9 seconds and then turns off permanently.
Spiketrap: A bit difficult, but can be disabled with a few zaps.
To zap, the spiketrap needs to fall (i.e. it is advisable to scan either immediately after the trap falls, or before it falls)
Shovel damage is now synced (should be at least)
Now to charge the shovel you need to set config for required % of the gun charge
Fixed item charge multipliers
By default, all multipliers are made so that the charge of the zap gun is 1 to 1 to the charge of any other item.
Don't ask why they are like this, I didn't calculate them manually =)
Item charge multipliers are now configurable
Increasing the multiplier reduces the battery consumption of the gun to charge this item.
[0.1.0]
You can now charge weapons and equipment
Weapons:
Charging a weapon (shovel, sign, mace (Code Rebirth), etc.) gives the weapon x2 damage for a configurable amount of time.
If the weapon is already charged, it damages the player with zap gun by 15 damage.
Equipment:
Charging items that have a battery
Tornado (Code Rebirth) and Bruce (Surfaced) can no longer be destroyed by zap gun.
[0.0.2]
Fixed an error from 0.0.1
[0.0.1]
Fixed a bug where when a client exploded a mob, the mob did not disappear.
The error that pops up after the client destroys the mob should not be critical, but if something breaks, let me know (I don’t know why it pops up, it is ServerRpc)