[issue] Little bugs in weapon damage mechanic

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fiziologus
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Joined: Sat, 10. Dec 16, 23:24

[issue] Little bugs in weapon damage mechanic

Post by fiziologus » Sat, 10. Dec 16, 23:49

First.

Code: Select all

damage value="100" hull="100"
By-pass shield damage, but if shield 0, target take increase damage (value+hull) (easy fixed via damage check: hull or shield, if hull, damage == value).
Second.

Code: Select all

damage value="100" hull="-10" repair="0"
If target have shield more then value, hull repair to hull value regardless to repair attribute (easy fixed via negative damage check: if damage less 0 and not repair flag, damage == 0).

UniTrader
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Post by UniTrader » Sun, 11. Dec 16, 02:51

not sure what this has to do with technical support, since these are modding-related issues i think. also i think it works as its supposed to do.
value is damage which is applied to both Shield and hull (first shied, then hull)
hull damage is damage bypassing the shield and directly hitting the hull
shield damage is damage only affecting the shield but not the hull
there is a fourth type missing which defines (additional) damage to hull after shields are down though..

so for the first your definition should be:
<damage shield="100" hull="100"/>
or maybe just:
<damage value="100"/>

and for the second i am not sure what you want to achieve.. possibly its related to said fourth damage type?
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

fiziologus
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Post by fiziologus » Sun, 11. Dec 16, 14:20

This mechanic bug, by-pass shield damage use Xenon shotgun (500+500) and player Railgun (10k+1k) both. (negative damage repairing allow via modding only, yes)
so for the first your definition
<damage value="100" hull="100" />
should be:
<damage shield="100" hull="100"/>
or maybe just:
<damage value="100"/>
This not equal.
shield+hull – shield take 110 damage (undefined value eq 10, little no-critical feature :wink:) plus 100 by-pass (or 110 direct if shield gone) take hull.
value only – hiting surface take 100 direct damage.
value+hull – 100 damage take hiting surface plus 100 by-pass shield damage to hull. This constuction use in vanilla game.
Last edited by fiziologus on Sun, 11. Dec 16, 14:37, edited 1 time in total.

UniTrader
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Post by UniTrader » Sun, 11. Dec 16, 14:36

fiziologus wrote:This mechanic bug, by-pass shield damage use Xenon shotgun (500+500) and player Railgun (10k+1k) both. (negative damage repairing allow via modding only, yes)
said weapons are intended to be shield-bypassing :roll: whether you like this or not is a diffrent matter...
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

fiziologus
Posts: 3
Joined: Sat, 10. Dec 16, 23:24

Post by fiziologus » Sun, 11. Dec 16, 14:45

:lol: I not blame by-pass shield damage, but if if target's shield gone full damage became 1k for Xenon shotgun and 11k for Rail. If you think this normal I just go away, for me this bug, close to critical bug.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 30. Dec 16, 12:06

Thank you for helpfully sharing this information.

I think in this case it's probably not a bug because as I understand it, the second damage values are intended to bypass shields. If the shields are not present, it seems Epson able that the second damage values would still reach the hull.

If the weapons were marketed as doing addition shield damage instead, it would seem like a problem though.

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