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  #11  
Old December 6th, 2006, 06:11 PM
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Default Re: A new Modding challenge!

PD gave an example of a 100 damage weapon.
You're talking a 10 damage weapon.
Either way, the weapon does ten times more damage when there is an engine vs when there is no engine. (provided that it is implemented correctly)

In addition, that damage modifier PD mentioned applies to the whole ship, not just the engines. It dosen't require shields though.


---

Ok, this is significantly different from what it sounded like you were suggesting in the first post.

You will need to combine my suggestion and PD's suggestion.
Step 1:
- Give engines the "reduce damage by 90%" ability.

Step 2:
- Give shields a high grade shield type (non-interdicting)
- Damage to this shield type is normal.

Step 3:
- Give engines a token amount of low grade shield type (interdicting)
- Damage to this shield type is 10x.


Thus:
When shield types are mixed, the lowest grade (as defined by order in shieldandarmortypes.txt) is used. (Unfortunately. We should be able to mix phased & normal on the same ship and get two separate shield layers IMO)

If you have engines, damage is reduced by 10x, but the shields take 10x damage, which works out to normal damage.
Internals get the 10x reduction, with no multiplier in the damagetypes.txt, for 1/10th normal damage.

If you don't have engines, damage is not reduced, and shield damage is not multiplied. Everything is normal.


PS:
If the ability dosen't seem to be working, check the stock usage and make sure you're duplicating it correctly.
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  #12  
Old December 6th, 2006, 07:10 PM
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Default Re: A new Modding challenge!

The Weapon Delivery Type Damage Received Modifier Percent is not working. I tried it at 90 and 10 and 0 and each time the weapon did 100 points of damage. I can live with 100 pts of damage if the ability was working. It isn�t!
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  #13  
Old December 6th, 2006, 07:22 PM

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Default Re: A new Modding challenge!

If the ability is working it shouldn't matter -what- the amount of damage is. I'll check into it.
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  #14  
Old December 6th, 2006, 07:23 PM
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Default Re: A new Modding challenge!

What about the stock crystalline device?
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  #15  
Old December 6th, 2006, 07:34 PM

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Default Re: A new Modding challenge!

The ability is most certainly working. Setting it to -100 means NO damage is applied at all, and that's how it works out.

Works for shields and armor as well; tested at 90% reduction, reduced 350 damage hit to 35, as expected..

EDIT: and it just plain works. Positive values increase damage, negative ones decrease. If I had to guess, PES, your Damage Type and the one the engines are using don't match.
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  #16  
Old December 6th, 2006, 07:39 PM
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Default Re: A new Modding challenge!

Are you using negative values, PES?

Stock Energy Refractor:

Ability 1 Type := Weapon Delivery Type Damage Received Modifier Percent
Ability 1 Description := Decreases damage from incoming beam weapons by [%Amount1%]%.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := -1 - (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := "Energy Beam"
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  #17  
Old December 6th, 2006, 07:49 PM
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Default Re: A new Modding challenge!

Another possibility, of course, is a "num abilities := N" being too small.
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  #18  
Old December 6th, 2006, 08:38 PM
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Default Re: A new Modding challenge!

Quote:
Imperator Fyron said:
Are you using negative values, PES?
No I was using positive, PD I'm blaming you for that
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  #19  
Old December 6th, 2006, 10:19 PM
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Default Re: A new Modding challenge!

Excellent, thank you all!
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  #20  
Old December 6th, 2006, 10:49 PM
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Default Re: A new Modding challenge!

So what was the final solution?
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