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WARNING: the ItemTemplate name 'Sniper_Tier_1_2' is reserved for internal game use; ignoring "ItemTemplate/ItemTemplate_Equipment/ItemTemplate_Weapon/ItemTemplate_WeaponRanged/Sniper_Tier_1_2.mson"
Moderator: Ranger Team Alpha
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WARNING: the ItemTemplate name 'Sniper_Tier_1_2' is reserved for internal game use; ignoring "ItemTemplate/ItemTemplate_Equipment/ItemTemplate_Weapon/ItemTemplate_WeaponRanged/Sniper_Tier_1_2.mson"
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{
statModifiers : [
{
when : [ Situation.Always ]
statName : clipSize
tooltipId : null
subset : [ Situation.LightArmor, Situation.HeavyArmor, Situation.Unconscious ]
operation : Operation.Add
value : #
}
]
}
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{
statModifiers : [
{
when : [ Situation.Always ]
statName : clipSize
tooltipId : null
subset : [ Situation.LightArmor, Situation.HeavyArmor, Situation.Unconscious ]
operation : Operation.Multiply
value : 0
}
{
when : [ Situation.Always ]
statName : clipSize
tooltipId : ""
subset : [ Situation.Always ]
operation : Operation.Add
value : 40
}
]
}
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requiredAttributeValues : {
coordination : 5
strength : 7
}
1. Does that mean that only two types of penalties are available(Chance to hit and combat speed), or you can somehow edit them?Executor_ wrote: ↑January 14th, 2018, 9:35 am
4. Blunt_Tier_5_1_Truth uses requiredAttributeValues:Note that it's limited to Attributes, so you can't use Skills. The penalties are tied to Table_MissingAttributeRequirements, found in the "Mods\Export\Table\" folder.Code: Select all
requiredAttributeValues : { coordination : 5 strength : 7 }
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{
debugStats : [
{
statName : chanceToHit
mobName : ""
combatOnly : true
targetedOnly : true
}
{
statName : armorPenetration
mobName : ""
combatOnly : true
targetedOnly : true
}
]
}
Thanks for the explanation.Executor_ wrote: ↑January 17th, 2018, 12:27 am1. Yeah, those are the only penalties currently available. It's part of the original game's code, and I haven't gotten around to making it more moddable yet.
2. In your "Mods\Import\Table\" folder, create a file named Game.mson and put the following inside:If you already have a Game.mson, just add the debugStats portion to it.Code: Select all
{ debugStats : [ { statName : chanceToHit mobName : "" combatOnly : true targetedOnly : true } { statName : armorPenetration mobName : "" combatOnly : true targetedOnly : true } ] }
In combat, shoot a target, then press Escape to pause the game. Alt-Tab out and open the debug_statcalc.txt file in the "Mods" folder and scroll down to the bottom. All the modifiers applied to the calculations will be listed there.
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