Shield absorbAdj

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Prophet
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While fiddling around I set the absorbAdj = 200 on one of my shields. Now what happens when a shield absorbs 200% of the damage dealt to it? My armour actually GAINED hit points! I don't think this is a bug, per se, as the math is completely logical, just a somewhat comical FYI! (I got my LightTitanium up 900hp!)
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digdug
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I got my LightTitanium up 900hp
this is quite funny ! :lol:
Dalva
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whoa cool! :D
i can make a shield that absorb a kind of damagetype, so for example:
a ship is shot by a plasma gun and lost armor
then that ship is shot by a laser, and the shield absorb it repairing the armor

just a problem, when i see the shield script it shows up like this:

Code: Select all

absorbAdj= "100,100,100,100, 100,100,100,100, 100,100,100,100, 100,100,100,100"
what is the difference of all of thoose? i'm sure the difference is in the damagetype, but which one is laser and which one is plasma? :wink:
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alterecco
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Dalva wrote:but which one is laser and which one is plasma?
You should find a list here;

http://xelerus.de/index.php?s=functions&function=43

.]
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Prophet
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I'm sure this isn't what George intended but I decided to see how far I could push the numbers....

Code: Select all

<Shields
				hitPoints=	"1"
				hpBonus=	"+10000"
				damageadj= "-10000"
				absorbAdj=	 "10000"
				regenTime=	"1"
				regenHP=		"1"
				depletionDelay=	"1"
				powerUse=		"1"
				/>
When hit by lasers, your armor's hp is increased by 100X the damage. I got my Light Titanium up to 1,000,000 hp! They paid me 3Mil creds to repair it back to 4!

The super-duper plus is that when you go to get it repaired the cost is negative. They paid me to reduce the hp! On a side note, the shield does still take damage normally and you only gain hp when the shield is up, hence the regen time and depletion delay of 1. This could make for some very interesting shields. Only if the absorbAdj was kept below 125, anymore than that is WAY overpowered, especially if on two or more damage types.

Your own weapons don't work though, even with weaponSuppress.
Also, DamageAdj and hpBonus do not seem to affect the amount the armour is healed by. This would be truly powerful with some transuranic armor!
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
Dalva
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Prophet wrote:They paid me 3Mil creds to repair it back to 4!
LOL!!! :D
that's crazy!!
easy money with an easy scripting...
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