modding:xml:damage_descriptor
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modding:xml:damage_descriptor [2014/12/27 04:40] – external edit 127.0.0.1 | modding:xml:damage_descriptor [2018/07/18 06:42] (current) – shieldPenetrate 0xabcdef | ||
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The following special damage modifiers are defined: | The following special damage modifiers are defined: | ||
- | **blinding** This modifier does not affect shields, but if it strikes a target' | + | **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:[1-7]** This modifier does not affect shields, but if it strikes a target' | ||
* 1 = 4% | * 1 = 4% | ||
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* 6 = 144% | * 6 = 144% | ||
* 7 = 196% | * 7 = 196% | ||
+ | * Chance (%) = 4 * Blinding² * BlindingDamageAdj / 100 | ||
+ | * Time (sec) = Damage / 2 | ||
+ | * Damage = 0 | ||
The value above is modified by the armor' | The value above is modified by the armor' | ||
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The blinding damage modifier is generally associated with the ion damage type. | The blinding damage modifier is generally associated with the ion damage type. | ||
- | **device** If damage with this modifier strikes a target' | + | **device:[1-7]** If damage with this modifier strikes a target' |
- | **deviceDisrupt** Device disrupt damage is similar to device damage above except the effect is not permanent. The affected device is disrupted for a number of seconds equal to twice the damage. | + | |
+ | | ||
- | **disintegration** Disintegration | + | **deviceDisrupt: |
- | **EMP** The EMP damage modifier causes a target to lose control, if it hits the target' | + | * Chance (%) = 4 * DeviceDisrupt * DeviceDisrupt * DeviceDamageAdj / 100 |
+ | * Time (sec) = 2 * Damage | ||
+ | |||
+ | **disintegration: | ||
+ | |||
+ | **EMP:[1-7]** The EMP damage modifier causes a target to lose control if it hits the target' | ||
+ | |||
+ | * 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. | 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** This modifier is used for mining devices. The chance that useable ore will be produced is depends on the mining level of the modifier and on the mining difficulty of the target. The base probability is determined from the modifier: | + | < |
+ | |||
+ | **mining:[1-7]** This modifier is used for mining devices. The chance that useable ore will be produced is depends on the mining level of the modifier and on the mining difficulty of the target. The base probability is determined from the modifier: | ||
* 1 = 4% | * 1 = 4% | ||
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* 6 = 74% | * 6 = 74% | ||
* 7 = 100% | * 7 = 100% | ||
+ | * Chance (%) = 2 * Mining² + 2 | ||
When an object is hit with this effect, the < | When an object is hit with this effect, the < | ||
- | **momentum** This modifier imparts momentum on to any object it hits. The momentum imparted is proportional to the square of the modifier level. | + | **momentum:[1-7]** This modifier imparts momentum on to any object it hits. The momentum imparted is proportional to the square of the modifier level. |
- | **radiation** When an unshielded target is hit with this effect, the target is contaminated by radiation. For future compatibility, | + | **radiation:[1-7]** When an unshielded target is hit with this effect, the target is contaminated by radiation. Armor of level 7 and above is intrinsically immune to radiation. Radiation level does not make a difference. For future compatibility, |
- | **shatter** This effect destroys an unshielded target massing less than a certain value. The mass value depends on the modifier level: | + | < |
+ | |||
+ | **shatter:[1-7]** This effect destroys an unshielded target massing less than a certain value. The mass value depends on the modifier level: | ||
* 1 = <50 tons | * 1 = <50 tons | ||
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* 7 = <781,250 tons | * 7 = <781,250 tons | ||
- | **shield** This modifier | + | **shield:[1-25]** This modifier |
- | * <= -4 levels = no extra damage | + | * <= -4 levels = 100% damage |
- | * -3 levels = 50% extra damage | + | * -3 levels = 150% damage |
- | * -2 levels = 100% extra damage (damage | + | * -2 levels = 200% damage |
- | * -1 level = 150% extra damage | + | * -1 level = 250% damage |
- | * same level = 200% extra damage (damage | + | * same level = 300% damage |
- | * +1 level = 250% extra damage | + | * +1 level = 350% damage |
- | * +2 levels = 300% extra damage | + | * +2 levels = 400% damage |
- | * +3 levels = 350% extra damage | + | * +3 levels = 450% damage |
- | * +4 levels = 400% extra 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. | 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** Normally, weapons do not do very much damage to stations, because a weapon' | + | **shieldPenetrate: |
* 1 = 4% | * 1 = 4% | ||
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* 6 = 74% | * 6 = 74% | ||
* 7 = 100% | * 7 = 100% | ||
+ | * Chance = 2 * shieldPenetrate< | ||
+ | |||
+ | **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 ===== | ===== See Also ===== | ||
* [[modding: | * [[modding: |
modding/xml/damage_descriptor.1419655256.txt.gz · Last modified: 2017/01/30 21:01 (external edit)