New armour Ideas

Post ideas & suggestions you have pertaining to the game here.
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Novak 67
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Joined: Wed Mar 11, 2015 1:46 pm
Location: Training himself to create better mods

Well, I have some Ideas in mind that can help you, such as....

Carbon-weaver armour, Level 3, non-random, only can be obtained by thinkers by fabricating barrels of carbon-weaver nanos, has 2-3 times more health than normal plasteel, light weight, but resistant to NOTHING, it cannot even resist a laser shot, for people who wants raw armour, nothing else.

Monopole dust plate, Level 6, non-random, only can be obtain by tinkers by fabricating barrels of monopole dust, creates field of 1 health around the segment, that makes you immune to ion effects, instead, ion weapons with ion effects converts the weapon damage to regenerating your shield, but the armour has poor defence against other attacks. For people who get annoyed by EMP attacks and device ionisation during mid-game, but device ionisation is not really a thing here.

Since I am not really experienced with modding, I just did not create a mod with these armors

I hope they are useful.
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pixelfck
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'ere you go:

Code: Select all

<!-- Type for running the OnGlobalTypesInIt Event -->

<Type UNID="&tpNewTinkerArmourInit;">
    <Events>
        <OnGlobalTypesInIt>
            (typSetData &svTinkers; 'Recipes (append
                    (typGetData &svTinkers; 'Recipes)
                    {   item: &itCarbonWeaverPlate;
                        enhancement: Nil
                        components: (list
                            { item: &itLightPlasteelPlate; count: 1 }
                            { item: &itCarbonWeaverNanos; count: 4 }
                            )
                        extraCost: 0
                        }
                    {   item: &itMonopolePlate;
                        enhancement: Nil
                        components: (list
                            { item: &itAdvancedPlasteelPlate; count: 1 }
                            { item: &itEMPImmuneCoating; count: 4 }
                            )
                        extraCost: 0
                        }
                ))
        </OnGlobalTypesInIt>
    </Events>
</Type>

<!-- Segment of Carbon weaver Plate -->

<ItemType UNID="&itCarbonWeaverPlate;"
        name=               "[segment(s) of ]carbon weaver armor"
        attributes=         "commonwealth, ei, minorItem"
          
        level=              "3"
        frequency=          "notrandom"
        numberAppearing=    "1d4"

        value=              "200"
        mass=               "2800"
          
        description=        "Your description here."
        >

    <Image imageID="&rsItems3;" imageX="0" imageY="96" imageWidth="96" imageHeight="96"/>

    <Armor
            hitPoints=  "180"
            hpBonus=    "-65, -65"
            
            repairTech= "5"
            />

</ItemType>

<!-- Segment of Monopole Plate -->

<ItemType UNID="&itMonopolePlate;"
        name=               "[segment(s) of ]monopole armor"
        attributes=         "commonwealth, ei, minorItem"
          
        level=              "6"
        frequency=          "notrandom"
        numberAppearing=    "1d4"

        value=              "2500"
        mass=               "2800"
          
        description=        "Your description here."
        >

    <Image imageID="&rsItems3;" imageX="0" imageY="96" imageWidth="96" imageHeight="96"/>

    <Armor
            hitPoints=      "135"
            hpBonus=        "-435, -435, -45, -45"
            
            repairTech=     "8"
            
            EMPDamageAdj=   "0"
            />
    
    <Events>
        <OnArmorDamage>
            (if (eq aDamageType 'ion)
                (block Nil
                    ; Repair the armor segment by amount of incomming damage, with 50% chance of at least 1 HP repaired if incomming damage equal 0
                    (objRepairArmor gSource aArmorSeg (if (eq aDamageHP 0) (random 0 1) aDamageHP))
                    
                    ; Pass 0 damage through to armor
                    0
                    )
                )
        </OnArmorDamage>
    </Events>
    
</ItemType>
This is all the coding needed to create the contents of your mod.
You need to create these entity declarations yourself:

Code: Select all

&tpNewTinkerArmourInit;
&itCarbonWeaverPlate;
&itMonopolePlate;
The Getting Started with Modding tutorial o.a. explains how to register them.

Cheers,
Pixelfck
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Novak 67
Miner
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Posts: 40
Joined: Wed Mar 11, 2015 1:46 pm
Location: Training himself to create better mods

Thanks, I never thought that the community respond THAT quickly.
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