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DamageTypes.txt
Ed Kolis edited this page Aug 25, 2019
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1 revision
DamageTypes.txt defines the damage types available for weapons to use in a mod.
- Name: Defines the name of the damage type; this is used in Components.txt to reference it.
- Description: A description of the effects of the damage type.
- Normal/Phased Shield Damage: A percentage of damage that this damage type inflicts on normal/phased shields respectively.
- Normal/Phased Shield Piercing: A percentage of damage that penetrates normal/phased shields respectively. This plus the respective Shield Damage fields typically will want to add up to 100.
- Component Damage: A percentage of damage that is applied to components. The
target
variable represents the component that would be taking damage; you can use a a formula to check its abilities to create e.g. armor piercing weapons:==0 if target.HasAbility("Armor") else 100
- Component Piercing: A percentage of damage that skips a component and moves on to the next component. The
target
variable represents the component that would be taking damage; you can use a a formula to check its abilities to create e.g. armor piercing weapons:==100 if target.HasAbility("Armor") else 0
- Population/Conditions Damage: A percentage of damage that this damage type inflicts on population/conditions on a planet.
- Facility Damage/Piercing: Same as Component Damage/Piercing but for facilities.
- Plague Level: A plague level to apply to planets that take damage.
The following fields are percentages applied to the damage amount, so if the field value is 100 and the damage amount is 5 then the effect amount will be 5.
- Target Push: How far away the target should be pushed on the combat map. Use a negative number to pull the target.
- Target Teleport: Maximum distance to teleport the target on the combat map. The actual teleport distance will be a random number less than or equal to this value.
- Increase Reload: Amount to increase the reload time of all weapons on the target. Does not work against master computers
- Disrupt Reload: Amount to increase the reload time of all weapons on the target. Cannot increase the reload time past the normal max reload time.
- Ship Capture: Amount of ship capture ability to apply to the target.
The following fields affect the target's reaction to the damage inflicted, and are also percentages. Thus higher values make the special abilities more effective versus the damage type.
- Emissive Armor: Effectiveness of emissive armor versus this damage type.
- Shield Generation From Damage: Effectiveness of shield generation from damage versus this damage type.