Make BattleTech mechs fall down when they miss because that's funny.
BattleTech Mod (using BTML and ModTek) that adds instability/knockdown when a melee attack misses.
Downloads can be found on Github.
CharlesB.dll
and mod.json
files into \BATTLETECH\Mods\CharlesB
folder.Setting | Type | Default | Description |
---|---|---|---|
attackMissInstability |
bool |
true |
enable/disable instability to the attacker when a melee strike misses |
attackMissInstabilityPercent |
int |
30 |
the percentage of your stability bar that is filled when a mech misses a melee attack |
attackMissInstabilityLeggedPercent |
int |
70 |
the percentage of your stability bar that is filled when the attacking mech is legged and misses a melee attack |
dfaMissInstability |
bool |
true |
enable/disable (additional) instability to the attacker when a dfa misses |
dfaMissInstabilityPercent |
int |
30 |
the percentage of your stability bar that is filled when a mech misses a dfa |
dfaMissInstabilityLeggedPercent |
int |
70 |
the percentage of your stability bar that is filled when the dfa'ing mech is legged and misses the dfa |
pilotingSkillInstabilityMitigation |
bool |
true |
allows the piloting skill to mitigate up to piloting skill * 10% of the additional instability caused by missed melee/dfa attacks |
allowSteadyToKnockdownForMelee |
bool |
true |
allow a mech to go from steady to knockdown as part of melee attack miss |
pilotingSkillDFASelfDamageMitigation |
bool |
true |
allows the piloting skill to mitigate up to piloting skill * 10% of the additional leg damage caused by melee/dfa attacks |
pilotingSkillFallingDamageMitigation |
bool |
true |
allows the piloting skill to mitigate up to piloting skill * 10% of falling damage if falling damage is enabled |
fallingDamage |
bool |
true |
enable mechs to take falling damage when they fall down for any reason |
fallingAmountDamagePerTon |
float |
0.5 |
the amount of damage a mech takes per ton to a random location when it falls down if falling damage is enabled |
debug |
bool |
false |
enable debugging logs, probably not useful unless you are changing the code or looking at it as you run the mod |
HBS, @Mpstark, @Morphyum