damage types in the xml

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Betelgeuse
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Posts: 1920
Joined: Sun Mar 05, 2006 6:31 am

After some talk about defining the damage types in the xml we came up with a way to define them.

here is an example of the format we are thinking of.

Code: Select all

<damageType unid="&dmgGlass;">
	name= "glass"
	absorb= "100,100,100,100,100,100,100,100,100,50,100,100,0,0,0,0,0,0,0,0,0,0,0,0,0"
	armorResist= "100,200,100,200,100,200,100,200,100,200,100,200,100,200,100,200,100,200,100,200,100,200,100,200,100"
	shieldResist= "300,200,300,200,300,200,300,200,300,200,300,200,300,200,300,200,300,200,300,200,300,200,300,200,300"
</damageType>
Where name is the name of the damage type. Absorb is the default absorb of this damage type for a given level. (25 levels currently)
Armor and shield resist are the defaults of the resist of a given level shield or armor.

This would allow you to add new damage types in the xml without to much trouble and edit existing damage types. It also allows multiple modders to make damage types without them conflicting.

You could even extend it for greater levels by saying that resist values not stated are 0 (absorb values would default to 100). So a level 80 shield wouldn't take any glass damage as expected.
Crying is not a proper retort!
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Arisaya
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Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

level 80 shield?

:lol:

First we need George to give us more item levels- something i've always hoped for... :)
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