I'm starting to mod my shields, and I have some questions (Sadly I don't have time for IRC, otherwise I'd ask there)
Is there a way to modify a shield's resistances? Preferably similar to how the Omsk works with armor? Failing that, I can sort of imagine a work-around based on the Jotun with the number of armor segments affecting your maximum 'charge'
Is there a function that lets you determine what damage type has just hit your shield/armor?
Sort of related - is there a nice compendium of functions (and descriptions thereof) so I don't have to post questions like this?
Questions about shields
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
http://xelerus.de/index.php?s=mod&id=789
- Arisaya
- Fleet Admiral
- Posts: 5535
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
Omsk doesn't modify the resistance - it modifies HP. You can use <onShieldDamaged> to find out if the shield has been hit, and by obtaining the damage type, you can then manually check for things and decide how much of the damage you want to let affect the shield, get passed to the armor, or if the projectile should be deflected.
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Sorry, I wasn't clear. I meant how an Omsk modifies the shield (HP for its case), can the same concept be applied with resistances?
And for the shield damage, is there a function that, in bad pseudocode, reads
or
I'm guessing there's a function that does the latter since there HAS to be some way to determine pass-through and reflecting, but I don't know what it is.
And for the shield damage, is there a function that, in bad pseudocode, reads
Code: Select all
if (damageType) {
return True
} else {
return False
}
Code: Select all
onShieldDamaged
return damageType
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
http://xelerus.de/index.php?s=mod&id=789
- ThePrivateer
- Militia Captain
- Posts: 943
- Joined: Tue Oct 12, 2010 5:12 am
- Location: Starton Australia
I know it's not much help, but have you tried looking inWurmish wrote: I'm guessing there's a function that does the latter since there HAS to be some way to determine pass-through and reflecting, but I don't know what it is.
"StdShields.xml" and "Transcendence.xml" ?
StdShields holds all the regular types of shields.
As for Transcendence.xml, use a "Search" function in your text editor [Ctrl-F in most programs] and type in "onShieldDamaged" and see what comes up.
Sorry I can't help more

EDIT : Okay, I found this page on Xelerus has common functions:
http://xelerus.de/index.php?s=functions&all=yes
May or may not help you. Type into the search bar the things you want and it may or may not come up with something helpful.

- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
the most updated list of functions we have is here:
http://wiki.neurohack.com/transcendence ... ions/index
It's basically an updated mirror of Xelerus.
there are a couple of functions from the last 2 updates that are missing.
as far as I can understand this list is what we are trying to keep updated.
this is the main page of the functions on the wiki:
http://wiki.neurohack.com/transcendence/wiki/functions
http://wiki.neurohack.com/transcendence ... ions/index
It's basically an updated mirror of Xelerus.
there are a couple of functions from the last 2 updates that are missing.
as far as I can understand this list is what we are trying to keep updated.
this is the main page of the functions on the wiki:
http://wiki.neurohack.com/transcendence/wiki/functions