Shields And Armour [Help!]

Freeform discussion about anything related to modding Transcendence.
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H Iris
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Can someone please give me a list (or tell me how to make one) of the standard values for armour and shields of diferent levels?

for these code lines:

absorbAdj=

damageAdj=
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Betelgeuse
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laser
kinetic
particle
blast
ion
thermo
positron
plasma
antimatter
nano
graviton
singularity
dark acid
dark steel
dark lightning
dark fire

damageAdj is the percent of the damage it takes from that kind of damage and absorbAdj is the percent of that it will absorb (the stuff that it doesn't absorb passes through)
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Periculi
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Try StdShields.xml and StdArmor.xml for the main listings.
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Betelgeuse
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oh sorry misunderstood your question.

I don't know the standards and its not in the xmls.
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Bobby
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if you find a shield or armor that has no vulnerabilites/resistances it can be treated as standard i suppose.

see plasteel armor for example.
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H Iris
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'absorbAdj=' now makes sense because the values are all 100 (that makes me fell a little bit dumb)

But,

With 'damageAdj=' the values as a standard change for each level;

Light Titanium Plate (level I)

"100,100,100,100, 100,100,100,100, 125,125,200,200, 300,300,500,500"


Heavy Titanium Plate (level II)

80, 80,100,100, 100,100,100,100, 125,125,200,200, 300,300,500,500


Light Plasteel (level III)

60, 60,100,100, 100,100,100,100,125,125,200,200,300,300,500,500


Plasteeel Plate (level IV)

40, 40,100,100, 100,100,100,100, 100,100,125,125, 200,200,300,300


As you can probably see the values on the end change at a different rate to those near the front so Im still confused about the values meaning (not percentages ??)
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H Iris
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PHPbb Error :roll:
Last edited by H Iris on Wed Jul 09, 2008 12:54 am, edited 1 time in total.
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H Iris
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OOps PHPBB error again :roll:
Last edited by H Iris on Wed Jul 09, 2008 12:52 am, edited 1 time in total.
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Betelgeuse
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they are still percentages they just change at different rates.

Like laser changes much faster than dark fire.

One more thing the standards tend to go in pairs.

Laser, kinetic
particle, blast
...
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H Iris
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So this means that were all in alot of trouble if we come up against dark weaponry in the start of the game (or on the coverse everyone else is in trouble if they meet Dark weaponry :twisted: )

But back to the original question about standards.

why does my moded armour and shield tell me that it is resistant (or vonerable) to things when the values apear to be quite reasonable for that level ???
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Betelgeuse
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would have to have some numbers (like the damageAdj and level) to know
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Periculi
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Post the code and we can critique it for you. :)
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H Iris
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Here's the slippery B#####, (no theat isnt B######)


<?xml version="1.0" ?>

<!DOCTYPE TranscendenceExtension
[
<!ENTITY unidSnowShieldGenerator "0xD7771001">
]>

<TranscendenceExtension UNID="0xD7771001" version="0.98b">



<!-- Snow Shield Generator -->

<ItemType UNID="&unidSnowShieldGenerator;"
name= "Snow Shield Generator"
level= "2"
value= "1100"
mass= "1500"
frequency= "common"
modifiers= "MajorItem"
showReference= "true"

description= "The Snow Shield Generator is the base shield avliable from Canis Industrys and is standard to the Canis Lupus Hunter"
>

<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>

<Shields
hitPoints= "60"
absorbAdj= "100,100,100,100, 100,100,100,100, 100,100,100,100, 100,100,100,100"
damageAdj= "90, 90,100, 80, 120,120,225,225, 300,300,375,375, 450,450,525,525"
regenTime= "25"
regenHP= "4"
depletionDelay= "20"
powerUse= "50"
/>

</ItemType>
</TranscendenceExtension>


(Ed; This is the whole mod should have placed it here in the first place)
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Betelgeuse
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well lets compare it to a shield at the same level.

its level 2 so class II deflector will work.

the damageAdj for the class II deflector is
" 95, 95,100,100, 175,175,250,250, 325,325,400,400, 475,475,550,550"
and your shield is
"90, 90,100, 80, 120,120,225,225, 300,300,375,375, 450,450,525,525"

As you can see lower for nearly all of the values. That is why it says you are resistant to nearly everything.
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Periculi
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hmm... that makes me wonder if the level makes for a difference in what the description of the shield type reads:

At level 1 that shield states: immune to all damage.

At level 2: 15 resistances listed- all but particle.

At level 3: resistant to blast, ion, thermo; particle vulnerable.

At level 4: resistant to blast, ion, thermo; vulnerable to all other damage.

At level 5: vulnerable to laser, kinetic, particle, plasma, anti-matter, nano, graviton, singularity, dark acid, dark steel, dark lightning, dark fire.

At level 6: vulnerable to all damage.

I presume this won't change for higher levels.

So, the level makes for an important part of how the shield is rated. I wonder if damage adjustments are made accordingly.


Just for fun, I took the YoroiS100 and upped it to level 6.

It's description now states that it is vulnerable to all damage.

Dropping it to level 4 and the description states that it is resistant to all damage.

Code: Select all


		<Shields
				hitPoints=		"100"
				absorbAdj=		"100,100,100,100, 100,100,100,100, 100,100,100,100, 100,100,100,100"
				damageAdj=		" 70, 70, 80, 80, 100,100,175,175, 250,250,325,325, 400,400,475,475"
				regenTime=		"30"
				regenHP=		"4"
				depletionDelay=	"24"
				powerUse=		"200"
				/>
Interesting that the level made such a radical change to the Yoroi description.

This is another really confusing part of the game for me- I can't see any indication of how this is defined. I have tried to make heads or tails of this system before, but seems to be some kind of math I haven't ever been exposed too. Perhaps Iocrym Algebra or something.
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