Posted by: ZylonBane
« on: Yesterday at 14:44:24 »I remind you that it's impossible to determine exactly what changes Modify 1 and 2 made, because those changes are made by code.
Damage: 10.1 (+152%)
Base: 8
Fire Mode Bonus: +0%
Modification Lvl 2: +25%, +25%
Skill Bonus: +75%
Sharpshooter: +15%
The viral proliferator can break at 25% condition. All others break in the 10% - 20% range. It's such a minor distinction it hardly seems worth exposing. Players should basically assume that any weapon in the red is about to break.
That's already in there, as the "Reliability" stat. A gun showing 99% reliability means it loses 1% condition per shot. Also, in vanilla all weapons degrade at the same rate regardless of fire mode. Mode-dependent degradation actually requires script fuckery; it's not natively supported by the engine.
Maintenance tools improve a gun's condition by a flat +10 * Maintenance skill. It's not a per-gun stat.
The viral proliferator can break at 25% condition. All others break in the 10% - 20% range. It's such a minor distinction it hardly seems worth exposing. Players should basically assume that any weapon in the red is about to break.
Also, in vanilla all weapons degrade at the same rate regardless of fire mode.
Forcing players to grab a calculator to determine the actual current stat value would be sociopathic design. Of course the main number displayed is the current active value. The percent is the deviation from baseline.Are the numbers in brackets applied before or after the number next to them, it seems ambiguous?
The viral proliferator can break at 25% condition. All others break in the 10% - 20% range. It's such a minor distinction it hardly seems worth exposing. Players should basically assume that any weapon in the red is about to break.For some reason, I seem to remember some weapons being able to break at 2 condition, rather than 1 condition.
That's already in there, as the "Reliability" stat. A gun showing 99% reliability means it loses 1% condition per shot. Also, in vanilla all weapons degrade at the same rate regardless of fire mode. Mode-dependent degradation actually requires script fuckery; it's not natively supported by the engine.Also, what about "Degrade Rate Per Shot", since IIRC different firemodes degrade at different rates
Maintenance tools improve a gun's condition by a flat +10 * Maintenance skill. It's not a per-gun stat.It might also be useful to have "Repair Amount Per Tool", which is the current calculated amount of condition the weapon will gain, per maintenance tool.
I agree it would be nice to see all that, but the text window in SS2's MFD panels is only about 25 characters wide. Including all that information could very easily lead to a cluttered, hard-to-read display.It would be nice to know the exact breakdown for our damage, how much of it is from the weapon's base damage, how much from weapon skills, how much from Strength (if relevant), how much from O/S Upgrades, how much from modifications.
That information is already present in the weapon description text, which this mod provides a shortcut to via the [?] button, and explicitly stated in the combat stats MFD.Even some basic information for newer players, like a line saying "Gains damage from Strength and Standard Weapons Skill" somewhere.
Here's how it's looking currently:
It would not, since the font SS2 uses for all its small anti-aliased text is the "AA" type that can't have its color changed.Would it be possible to make the ones you don't qualify for a different colour?
function PostMessage(obj, msg, data=null) {
if (obj) {
Networking.SendToProxy(Networking.Owner(obj), obj, msg, data);
}
}
The only caveats seems to be a limit of a single data item, and message.from() always reading as 0.recoil = sqrt(heading*heading + pitch*pitch)
Oh you sweet summer child. Over the course of creating SCP we've found SO MANY objects with inherited properties redundantly set on the concretes, either from changing technology over the course of development, changing standards for how to do things, authors just not understanding how things work, and probably plain old fucking around. And that's not even getting into all the objects with duplicated scripts, inapplicable properties, broken schemas, and nonsensical links. There's so much mess in vanilla SS2 it's a wonder it works as well as it does.These modified weapons were clearly not a bug. The concretes in the maps were clearly modified to have alternate stats, which was an intentional process and very unlikely to have happened by accident.
Thats a nice idea for a mod. I remember that some weapons in original SS2 were having some unique properties like reduced recoil, more accuracy, never jamming etc. then it were patched out by some release of community patch. With such info being displayed it makes sense to make different versions of the same gun present again now that player can observe and compare the difference between the two guns not only by trial and error. After all what if these unique stats were not a bug but a feature? I recall some buffed shotguns, pistols and rifles being present only in some well hidden or protected places so it makes sense to have some high quality rewards for exploration.
With this mod the native settings overlay is never opened. WeaponScript is replaced with a custom script that opens the custom overlay, including custom Repair and Modify plugs, because the native ones interfere with rendering of script overlays.SS2-RSD actually swaps out the native HRM plug overlay for a custom replacement overlay when the weapon settings overlay is opened.
On the damage line, I'll be indicating damage sources that do radius damage instead of contact damage, but I can't decide what the best word for it would be. "Blast"? "Area"? "AoE"? "Radius"? Something else?
Also, @RoSoDude, I'd like to try making this compatible with RSD, but to do that it will have to launch RSD's modification panel when the Modify button is clicked. Is there any way for another script to do that?