259 lines
6.6 KiB
Plaintext
Executable File
259 lines
6.6 KiB
Plaintext
Executable File
# example
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#
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# critical_parts = {
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#
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# name_of_part = { # also used in localization
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#
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# icon = "GFX_icon_name" # icon name as gfx
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# frame = 1 # icon frame
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#
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# stat_penalties = {
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# hg_attack = -0.1 # applies to stat as factor. if multiple instances of same part is damaged, applies the sum of them as factor
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# }
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#
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# 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
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# navy_org_factor = -0.5
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# }
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#
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# str_damage = 0 #extra str damage
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# org_damage = 0 #extra org damage
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#
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# str_damage_multiplier = 1 #str damage multiplier of attack
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# org_damage_multiplier = 1 #org damage multiplier of attack
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#
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# chance = 1.0 # chance for this part to get damaged among all other parts
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# 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
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# # -1 can be used for infinite times
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# 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
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# 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
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# }
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#
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# }
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critical_parts = {
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damaged_heavy_guns = {
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icon = "GFX_default_critical_damage_icons"
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frame = 2
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stat_penalties = {
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hg_attack = -0.33
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}
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = -1
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}
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damaged_missiles = {
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icon = "GFX_default_critical_damage_icons"
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frame = 2
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stat_penalties = {
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hg_attack = -0.33
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lg_attack = -0.33
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}
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = -1
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str_damage = 25
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}
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damaged_aa_missiles = {
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icon = "GFX_default_critical_damage_icons"
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frame = 3
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stat_penalties = {
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lg_attack = -0.15
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anti_air_attack = -0.33
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}
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = -1
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str_damage = 10
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}
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damaged_light_guns = {
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icon = "GFX_default_critical_damage_icons"
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frame = 3
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stat_penalties = {
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lg_attack = -0.25
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}
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = -1
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}
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damaged_secondaries = {
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icon = "GFX_default_critical_damage_icons"
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frame = 3
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stat_penalties = {
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lg_attack = -0.1
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anti_air_attack = -0.33
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}
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = -1
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}
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damaged_torpedoes = {
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icon = "GFX_default_critical_damage_icons"
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frame = 4
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stat_penalties = {
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torpedo_attack = -0.5
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}
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = -1
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str_damage_multiplier = 1.25
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org_damage_multiplier = 1.25
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}
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destroyed_ammo_storage = {
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icon = "GFX_default_critical_damage_icons"
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frame = 5
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stat_penalties = {
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hg_attack = -0.7
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lg_attack = -0.7
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torpedo_attack = -0.7
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}
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chance = 0.05
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str_damage = 500
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org_damage = 100
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}
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on_fire = {
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icon = "GFX_default_critical_damage_icons"
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frame = 6
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stat_penalties = {
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surface_visibility = 1
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}
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modifier = {
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navy_org_factor = -0.5
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naval_morale_factor = -0.8
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}
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org_damage = 5
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org_damage_multiplier = 2
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}
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broken_propeller = {
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icon = "GFX_default_critical_damage_icons"
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frame = 7
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modifier = {
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naval_retreat_chance = -0.95
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naval_speed_factor = -0.9
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}
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chance = 0.25
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org_damage_multiplier = 0.5
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str_damage_multiplier = 0.5
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}
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rudder_jammed = {
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icon = "GFX_default_critical_damage_icons"
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frame = 7
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modifier = {
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naval_retreat_chance = -0.9
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naval_speed_factor = -0.5
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}
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chance = 0.5
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org_damage_multiplier = 0.25
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str_damage_multiplier = 0.25
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}
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ballast_tanks_inoperable = {
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icon = "GFX_default_critical_damage_icons"
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frame = 7
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stat_penalties = {
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sub_visibility = 1
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}
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org_damage_multiplier = 0.25
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str_damage_multiplier = 0.25
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}
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damaged_fire_control = {
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icon = "GFX_default_critical_damage_icons"
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frame = 3
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stat_penalties = {
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naval_light_gun_hit_chance_factor = -0.5
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naval_heavy_gun_hit_chance_factor = -0.5
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naval_torpedo_hit_chance_factor = -0.5
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}
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chance = 0.15
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org_damage_multiplier = 0.25
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str_damage_multiplier = 0.25
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = 1
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}
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damaged_wooden_flight_deck = {
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icon = "GFX_default_critical_damage_icons"
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frame = 6
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stat_penalties = {
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carrier_size = -0.4
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}
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modifier = {
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navy_org_factor = -0.3
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}
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chance = 0.75
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org_damage_multiplier = 1.5
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str_damage_multiplier = 1.25
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = 1
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}
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damaged_armored_flight_deck = {
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icon = "GFX_default_critical_damage_icons"
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frame = 6
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stat_penalties = {
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carrier_size = -0.2
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}
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modifier = {
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navy_org_factor = -0.15
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}
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chance = 0.5
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org_damage_multiplier = 1.25
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str_damage_multiplier = 1
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = 1
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}
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damaged_bb_flight_deck = {
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icon = "GFX_default_critical_damage_icons"
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frame = 6
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stat_penalties = {
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carrier_size = -1
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}
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modifier = {
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navy_org_factor = -0.3
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}
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chance = 1
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org_damage_multiplier = 1.5
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str_damage_multiplier = 0.75
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = 1
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}
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gas_leakage_light = {
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icon = "GFX_default_critical_damage_icons"
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frame = 6
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modifier = {
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navy_org_factor = -0.9
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naval_morale_factor = -1
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}
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chance = 0.05
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org_damage = 40
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str_damage = 200
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = 1
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}
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gas_leakage_heavy = {
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icon = "GFX_default_critical_damage_icons"
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frame = 6
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modifier = {
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navy_org_factor = -0.9
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naval_morale_factor = -1
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}
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chance = 0.05
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org_damage = 50
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str_damage = 250
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base_damage_instance = 1
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damage_instance_per_added_module = 1
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max_damage_instance = 1
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}
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} |