modding:xml:damage_descriptor
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modding:xml:damage_descriptor [2012/08/16 15:01] – The reason why the AI switches to other weapons once a target has been EMP'd is because EMP weapons cannot kill. androgeos | modding:xml:damage_descriptor [2017/03/05 19:36] – Armor damage typo 0xabcdef | ||
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+ | A damage descriptor string is used to specify a type and amount of damage. It also includes modifiers for special damage (such as radioactive contamination). A damage string consists of a single **damage specifier** plus zero or more **special damage modifiers**. Each element is separated by semi-colons. Damage descriptor strings are generally used in weapon definitions. For example: | ||
+ | damage=" | ||
+ | |||
+ | ===== Damage Specifier ===== | ||
+ | A damage specifier consists of a [[modding: | ||
+ | |||
+ | * laser | ||
+ | * kinetic | ||
+ | * particle | ||
+ | * blast | ||
+ | * ion | ||
+ | * thermo | ||
+ | * positron | ||
+ | * plasma | ||
+ | * antimatter | ||
+ | * nano | ||
+ | * graviton | ||
+ | * singularity | ||
+ | * darkAcid | ||
+ | * darkSteel | ||
+ | * darkLightning | ||
+ | * darkFire | ||
+ | * generic | ||
+ | |||
+ | |||
+ | For example (surrounding quotes are omitted): | ||
+ | |||
+ | laser:1d4 | ||
+ | |||
+ | The above specifies 1-4 points of laser damage. | ||
+ | |||
+ | ===== Special Damage Modifiers ===== | ||
+ | A special damage modifier consists of a string immediately followed by a number from 1 to 7. For example, the modifier " | ||
+ | |||
+ | The following special damage modifiers are defined: | ||
+ | |||
+ | **armor: | ||
+ | |||
+ | * <= -4 levels = 100% damage | ||
+ | * -3 levels = 150% damage | ||
+ | * -2 levels = 200% damage | ||
+ | * -1 level = 250% damage | ||
+ | * same level = 300% damage | ||
+ | * +1 level = 350% damage | ||
+ | * +2 levels = 400% damage | ||
+ | * +3 levels = 450% damage | ||
+ | * +4 levels = 500% damage | ||
+ | * Damage = Damage * (4 + Modifier - Armor) / 2 | ||
+ | |||
+ | **blinding: | ||
+ | |||
+ | * 1 = 4% | ||
+ | * 2 = 16% | ||
+ | * 3 = 36% | ||
+ | * 4 = 64% | ||
+ | * 5 = 100% | ||
+ | * 6 = 144% | ||
+ | * 7 = 196% | ||
+ | * Chance (%) = 4 * Blinding² * BlindingDamageAdj / 100 | ||
+ | * Time (sec) = Damage / 2 | ||
+ | * Damage = 0 | ||
+ | |||
+ | The value above is modified by the armor' | ||
+ | |||
+ | If a target is blinded, the blindness will last for a number of seconds (real time) equal to half the damage. | ||
+ | |||
+ | Any weapon with the blinding modifier is incapable of doing damage to the target armor regardless of its damage value. | ||
+ | |||
+ | The blinding damage modifier is generally associated with the ion damage type. | ||
+ | |||
+ | **device: | ||
+ | |||
+ | * Chance (%) = 4 * DeviceDamage² * DeviceDamageAdj / 100 | ||
+ | * Damage = Damage / 2 | ||
+ | |||
+ | **deviceDisrupt: | ||
+ | |||
+ | * Chance (%) = 4 * DeviceDisrupt * DeviceDisrupt * DeviceDamageAdj / 100 | ||
+ | * Time (sec) = 2 * Damage | ||
+ | |||
+ | **disintegration: | ||
+ | |||
+ | **EMP: | ||
+ | |||
+ | * Chance (%) = 4 * EMP² * EMPDamageAdj / 100 | ||
+ | * Time (sec) = Damage / 2 | ||
+ | * Damage = 0 | ||
+ | |||
+ | Like blinding damage, this modifier is incapable of doing damage to the target armor regardless of its damage value and is generally associated with the ion damage type. | ||
+ | |||
+ | < | ||
+ | |||
+ | **mining: | ||
+ | |||
+ | * 1 = 4% | ||
+ | * 2 = 10% | ||
+ | * 3 = 20% | ||
+ | * 4 = 34% | ||
+ | * 5 = 52% | ||
+ | * 6 = 74% | ||
+ | * 7 = 100% | ||
+ | * Chance (%) = 2 * Mining² + 2 | ||
+ | |||
+ | When an object is hit with this effect, the < | ||
+ | |||
+ | **momentum: | ||
+ | |||
+ | **radiation: | ||
+ | |||
+ | < | ||
+ | |||
+ | **shatter: | ||
+ | |||
+ | * 1 = <50 tons | ||
+ | * 2 = <250 tons | ||
+ | * 3 = <1,250 tons | ||
+ | * 4 = <6,250 tons | ||
+ | * 5 = <31,250 tons | ||
+ | * 6 = <156,250 tons | ||
+ | * 7 = <781,250 tons | ||
+ | |||
+ | **shield: | ||
+ | |||
+ | * <= -4 levels = 100% damage | ||
+ | * -3 levels = 150% damage | ||
+ | * -2 levels = 200% damage | ||
+ | * -1 level = 250% damage | ||
+ | * same level = 300% damage | ||
+ | * +1 level = 350% damage | ||
+ | * +2 levels = 400% damage | ||
+ | * +3 levels = 450% damage | ||
+ | * +4 levels = 500% damage | ||
+ | * Damage = Damage * (4 + Modifier - Shield) / 2 | ||
+ | |||
+ | Note: In versions prior to 1.07 the calculation of extra damage was different. It used a formula of 1+((n*n)/2) to compute the effective level of the damage modifier. In 1.07 and above the damage modifier corresponds directly to a shield level. Any extension marked as 1.1 or above will use the new method; older extensions will use the backward-compatible calculation. | ||
+ | |||
+ | **WMD[1-7]** Normally, weapons do not do very much damage to stations, because a weapon' | ||
+ | |||
+ | * Default = 10% | ||
+ | * 1 = 25% | ||
+ | * 2 = 32% | ||
+ | * 3 = 40% | ||
+ | * 4 = 50% | ||
+ | * 5 = 63% | ||
+ | * 6 = 80% | ||
+ | * 7 = 100% | ||
+ | |||
+ | < | ||
+ | |||
+ | ===== See Also ===== | ||
+ | * [[modding: |
modding/xml/damage_descriptor.txt · Last modified: 2018/07/18 06:42 by 0xabcdef