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vnr/src/common/units/critical_parts/00_critical_parts.txt
2026-02-18 04:03:58 +00:00

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# example
#
# critical_parts = {
#
# name_of_part = { # also used in localization
#
# icon = "GFX_icon_name" # icon name as gfx
# frame = 1 # icon frame
#
# stat_penalties = {
# hg_attack = -0.1 # applies to stat as factor. if multiple instances of same part is damaged, applies the sum of them as factor
# }
#
# modifier = { # added as a modifier to ship and used in places that asks for modifier. if multiple instances of same part is damaged, applies the sum of them as modifier
# navy_org_factor = -0.5
# }
#
# str_damage = 0 #extra str damage
# org_damage = 0 #extra org damage
#
# str_damage_multiplier = 1 #str damage multiplier of attack
# org_damage_multiplier = 1 #org damage multiplier of attack
#
# chance = 1.0 # chance for this part to get damaged among all other parts
# base_damage_instance = 1 # number of base damage instances, the first time this critical part is added to the ship (through sub unit type or a module), this will be used to represent how many times it can get damaged
# # -1 can be used for infinite times
# damage_instance_per_added_module = 1 # once base_damage_instance is added, each additional instances of modules with same critical part will increase the damage instances by this amount
# max_damage_instance = -1 # max number of damage instances, the part won't be able to damage above this number. use -1 for infinite max
# }
#
# }
critical_parts = {
damaged_heavy_guns = {
icon = "GFX_default_critical_damage_icons"
frame = 2
stat_penalties = {
hg_attack = -0.33
}
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = -1
}
damaged_missiles = {
icon = "GFX_default_critical_damage_icons"
frame = 2
stat_penalties = {
hg_attack = -0.33
lg_attack = -0.33
}
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = -1
str_damage = 25
}
damaged_aa_missiles = {
icon = "GFX_default_critical_damage_icons"
frame = 3
stat_penalties = {
lg_attack = -0.15
anti_air_attack = -0.33
}
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = -1
str_damage = 10
}
damaged_light_guns = {
icon = "GFX_default_critical_damage_icons"
frame = 3
stat_penalties = {
lg_attack = -0.25
}
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = -1
}
damaged_secondaries = {
icon = "GFX_default_critical_damage_icons"
frame = 3
stat_penalties = {
lg_attack = -0.1
anti_air_attack = -0.33
}
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = -1
}
damaged_torpedoes = {
icon = "GFX_default_critical_damage_icons"
frame = 4
stat_penalties = {
torpedo_attack = -0.5
}
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = -1
str_damage_multiplier = 1.25
org_damage_multiplier = 1.25
}
destroyed_ammo_storage = {
icon = "GFX_default_critical_damage_icons"
frame = 5
stat_penalties = {
hg_attack = -0.7
lg_attack = -0.7
torpedo_attack = -0.7
}
chance = 0.05
str_damage = 500
org_damage = 100
}
on_fire = {
icon = "GFX_default_critical_damage_icons"
frame = 6
stat_penalties = {
surface_visibility = 1
}
modifier = {
navy_org_factor = -0.5
naval_morale_factor = -0.8
}
org_damage = 5
org_damage_multiplier = 2
}
broken_propeller = {
icon = "GFX_default_critical_damage_icons"
frame = 7
modifier = {
naval_retreat_chance = -0.95
naval_speed_factor = -0.9
}
chance = 0.25
org_damage_multiplier = 0.5
str_damage_multiplier = 0.5
}
rudder_jammed = {
icon = "GFX_default_critical_damage_icons"
frame = 7
modifier = {
naval_retreat_chance = -0.9
naval_speed_factor = -0.5
}
chance = 0.5
org_damage_multiplier = 0.25
str_damage_multiplier = 0.25
}
ballast_tanks_inoperable = {
icon = "GFX_default_critical_damage_icons"
frame = 7
stat_penalties = {
sub_visibility = 1
}
org_damage_multiplier = 0.25
str_damage_multiplier = 0.25
}
damaged_fire_control = {
icon = "GFX_default_critical_damage_icons"
frame = 3
stat_penalties = {
naval_light_gun_hit_chance_factor = -0.5
naval_heavy_gun_hit_chance_factor = -0.5
naval_torpedo_hit_chance_factor = -0.5
}
chance = 0.15
org_damage_multiplier = 0.25
str_damage_multiplier = 0.25
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = 1
}
damaged_wooden_flight_deck = {
icon = "GFX_default_critical_damage_icons"
frame = 6
stat_penalties = {
carrier_size = -0.4
}
modifier = {
navy_org_factor = -0.3
}
chance = 0.75
org_damage_multiplier = 1.5
str_damage_multiplier = 1.25
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = 1
}
damaged_armored_flight_deck = {
icon = "GFX_default_critical_damage_icons"
frame = 6
stat_penalties = {
carrier_size = -0.2
}
modifier = {
navy_org_factor = -0.15
}
chance = 0.5
org_damage_multiplier = 1.25
str_damage_multiplier = 1
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = 1
}
damaged_bb_flight_deck = {
icon = "GFX_default_critical_damage_icons"
frame = 6
stat_penalties = {
carrier_size = -1
}
modifier = {
navy_org_factor = -0.3
}
chance = 1
org_damage_multiplier = 1.5
str_damage_multiplier = 0.75
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = 1
}
gas_leakage_light = {
icon = "GFX_default_critical_damage_icons"
frame = 6
modifier = {
navy_org_factor = -0.9
naval_morale_factor = -1
}
chance = 0.05
org_damage = 40
str_damage = 200
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = 1
}
gas_leakage_heavy = {
icon = "GFX_default_critical_damage_icons"
frame = 6
modifier = {
navy_org_factor = -0.9
naval_morale_factor = -1
}
chance = 0.05
org_damage = 50
str_damage = 250
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = 1
}
}