For example:
Code: Select all
BAD_WEAPONS
'''EffectsGroup
description = "BAD_WEAPONS_DESC"
scope = Source
activation = And [
Ship
Armed
Or [
DesignHasPart name = "SR_WEAPON_1_1"
DesignHasPart name = "SR_WEAPON_2_1"
DesignHasPart name = "SR_WEAPON_3_1"
DesignHasPart name = "SR_WEAPON_4_1"
]
]
effects = [
SetMaxDamage partname = "SR_WEAPON_1_1" value = Value - 1
SetMaxDamage partname = "SR_WEAPON_2_1" value = Value - 2
SetMaxDamage partname = "SR_WEAPON_3_1" value = Value - 3
SetMaxDamage partname = "SR_WEAPON_4_1" value = Value - 5
]
EffectsGroup
scope = Source
activation = And [
Ship
Armed
Or [
DesignHasPart name = "FT_HANGAR_1"
DesignHasPart name = "FT_HANGAR_2"
DesignHasPart name = "FT_HANGAR_3"
DesignHasPart name = "FT_HANGAR_4"
]
]
effects = [
SetMaxSecondaryStat partname = "FT_HANGAR_1" value = Value - 0.5
SetMaxSecondaryStat partname = "FT_HANGAR_2" value = Value - 1
SetMaxSecondaryStat partname = "FT_HANGAR_3" value = Value - 2
SetMaxSecondaryStat partname = "FT_HANGAR_4" value = Value - 3
]
EffectsGroup
scope = Source
activation = And [
Ship
Armed
DesignHasPart name = "SR_WEAPON_0_1"
]
effects =
SetMaxSecondaryStat partname = "SR_WEAPON_0_1" value = Value - 1
'''
Second EffectsGroup codes it for... hangars.
Is SecondaryStat of an hangar the damage of its fighters?
And third EffectsGroup is for flak cannons, right? So a bad pilot species only has two shots (and a ultimate pilot species would have 6).