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.
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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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Things you want:
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