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modding:xml:weapon

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modding:xml:weapon [2017/03/27 05:45] – Per 180 Ticks 0xabcdefmodding:xml:weapon [2018/07/09 08:39] (current) – Blast was missing from one of the tables. assumedpseudonym
Line 329: Line 329:
 ^kinetic | 1 | ^kinetic | 1 |
 ^particle | 4 | ^particle | 4 |
-^ion | 4 |+^blast | 4
 +^ion | 7 |
 ^thermo | 7 | ^thermo | 7 |
-^positron | 7 |+^positron | 10 |
 ^plasma | 10 | ^plasma | 10 |
-^antimatter | 10 |+^antimatter | 13 |
 ^nano | 13 | ^nano | 13 |
 ^graviton | 16 | ^graviton | 16 |
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   * **aDamageHP** is the adjusted damage (in hit points) that reached the armor.   * **aDamageHP** is the adjusted damage (in hit points) that reached the armor.
   * **aDamageType** is the type of damage.   * **aDamageType** is the type of damage.
-  * **aArmorSeg** is the armor segment that would be hit if it penetrates overlay and shields.+  * **aArmorSeg** is the armor segment number on the object that was hit (not the actual armor item itself).
   * **aHitDir** is the absolute direction that the projectile came from.   * **aHitDir** is the absolute direction that the projectile came from.
   * **aHitPos** is the vector position where the shot hit.   * **aHitPos** is the vector position where the shot hit.
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   * **aDamageType** is the type of damage.   * **aDamageType** is the type of damage.
   * **aDeviceItem** is the shield item.   * **aDeviceItem** is the shield item.
-  * **aArmorSeg** is the armor segment that would be hit if it penetrates shields.+  * **aArmorSeg** is the armor segment number on the object that was hit (not the actual armor item itself).
   * **aHitDir** is the absolute direction that the projectile came from.   * **aHitDir** is the absolute direction that the projectile came from.
   * **aHitPos** is the vector position where the shot hit.   * **aHitPos** is the vector position where the shot hit.
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 This event is called when a projectile from this weapon hits the armor of a ship. If the event returns an integer, the value is interpreted as the amount of damage to do to armor (before adjustments for damage type). If the event returns Nil, the original damage amount is unchanged. This event is called when a projectile from this weapon hits the armor of a ship. If the event returns an integer, the value is interpreted as the amount of damage to do to armor (before adjustments for damage type). If the event returns Nil, the original damage amount is unchanged.
   * **gSource** is the object that was hit by the projectile.   * **gSource** is the object that was hit by the projectile.
-  * **aArmorSeg** is the armor segment on the object that was hit.+  * **aArmorSeg** is the armor segment number on the object that was hit (not the actual armor item itself).
   * **aAttacker** is the object that fired the projectile.   * **aAttacker** is the object that fired the projectile.
   * **aCause** is the projectile object.   * **aCause** is the projectile object.
modding/xml/weapon.txt · Last modified: 2018/07/09 08:39 by assumedpseudonym