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  #1  
Old October 13th, 2006, 10:21 PM
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Default Re: Modding SEV Thread Questions

I have been looking into this and I think you have it backwards. After looking at each weapon in the components file and reading the manual I see that Weapon Type is one of the four aforementioned types and that Weapon Delivery Type is what you make it.

The manual says there should be various files that are Description_xxx but I don’t see them. Did MM take them all out and if so how can we get them?
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  #2  
Old October 13th, 2006, 10:36 PM
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Default Re: Modding SEV Thread Questions

Oh, I gotcha.
The arbitrary one is just a hook; you can make things (racial traits, talisman-ish components, etc) multiply damage amounts caused by the named weapon delivery type.

For example, in GGmod, I set them all to "generic"
Then for the disposable culture I set +100% damage from "generic" weapons, and for preservationists, -50% to damage from "generic" weapons.
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Old October 14th, 2006, 01:07 AM
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Default Re: Modding SEV Thread Questions

Why are there both Min and Max Damage Modifier Formulas? I’m going to take a stab and say the Min formula is for the min damage the weapon will do and the max formula is for the max damage the weapon will do? How does SE know which formula to apply?
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Old October 14th, 2006, 01:17 AM
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Default Re: Modding SEV Thread Questions

It specifies a range of damage for the weapon. For example if the min is 30 and the max is 40, the weapons will do between 30-40 damage.
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Old October 14th, 2006, 01:22 AM
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Default Re: Modding SEV Thread Questions

Perfect thanks; is there a utility or aid of some sort to help calculate the formula for the Hit Modifier?
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Old October 14th, 2006, 01:35 AM
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Default Re: Modding SEV Thread Questions

Wait no; I just don’t get that line. What is it doing? I read the description earlier but it makes no sense. For example:

0 – ([%Range%] * .5)

Is this saying that at range 50 I lose x accuracy? What value is x and how can I change it?

Can I make a weapon that will have the following hit probability?

Range : 0 – 10 – 20 – 30 – 40 – 50 – 60 – 70 – 80 – 90 – 100
% to hit: 90 – 90 – 90 – 80 – 80 – 80 – 70 – 60 – 50 – 30 – 10
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Old October 14th, 2006, 01:45 AM

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Default Re: Modding SEV Thread Questions

That line is sayng that you'll lose 0.5% of accuracy per LS of distance. So at 50 LS you'll have a -25% modifier. You change the X by changing .5 to something else, or inputing a different forumla.

Doing that line won't be easy and it won't be short- you'll need lots of tested ifs.
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Old October 14th, 2006, 02:13 AM

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Default Re: Modding SEV Thread Questions

Quote:
President_Elect_Shang said:

Can I make a weapon that will have the following hit probability?

Range : 0 – 10 – 20 – 30 – 40 – 50 – 60 – 70 – 80 – 90 – 100
% to hit: 90 – 90 – 90 – 80 – 80 – 80 – 70 – 60 – 50 – 30 – 10
At least you can easily do
Range : 0 – 10 – 20 – 30 – 40 – 50 – 60 – 70 – 80 – 90 – 100
% to hit: 100 – 90 – 80 – 70 – 60 – 50 – 40 - 30 – 20 - 10 - 0

by simply adding 100 to the current formula and changing the multiplication factor. However 0 means "hit every time" while 100 would mean that you could have -100 malus from other component and still hit every time..

(Big guys may correct me if I'm wrong on this)
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Old October 14th, 2006, 09:27 AM
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Default Re: Modding SEV Thread Questions

Quote:
President_Elect_Shang said:0 – ([%Range%] * .5)
Somebody was playing the Balance Mod.

The max range is 500.
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