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me987654

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May 12, 2009
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First a quick question - does adding penalties to hit after walking also affect jumping?

Now for the meat:


I was looking into finding a way to make Jumping add a to hit malus.... There are various to hit modifiers for walk and sprint in the Combat constants... but I didn't see anything for jumping.

However, I did notice you can add a status effect to jumpjets and I was thinking that maybe we could add the PPC debuff but change the target to self? You guys think this would work?


{
"JumpCapacity" : 1,
"MinTonnage" : 10,
"MaxTonnage" : 55,
"Description" : {
"Cost" : 30000,
"Rarity" : 0,
"Purchasable" : true,
"Manufacturer" : "Generic",
"Model" : "Standard",
"UIName" : "Jump Jet (S)",
"Id" : "Gear_JumpJet_Generic_Standard",
"Name" : "Standard Jump Jet (S)",
"Details" : "Jump Jets funnel superheated air to propel 'Mechs over obstacles in a controlled manner. Additionally, they may also be used to perform the dreaded 'Death from Above' attack. Standard Jump Jets are specially designed for use on 'Mechs up to 55 tons.",
"Icon" : "uixSvgIcon_action_jump"
},
"BonusValueA" : null,
"BonusValueB" : null,
"ComponentType" : "JumpJet",
"ComponentSubType" : "Functionality",
"PrefabIdentifier" : "JumpJet",
"BattleValue" : 0,
"InventorySize" : 1,
"Tonnage" : 0.5,
"AllowedLocations" : "Torso, Legs",
"DisallowedLocations" : "Head, Arms",
"CriticalComponent" : false,
"statusEffects" : null,
"ComponentTags" : {
"items" : [
"component_type_stock"
],
"tagSetSourceFile" : ""
}
}


Steal the Status effects from the PPC

"statusEffects" : [
{
"durationData" : {
"duration" : 1,
"ticksOnActivations" : true,
"useActivationsOfTarget" : true,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : 1,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "OnHit",
"triggerLimit" : 0,
"extendDurationOnTrigger" : 0,
"specialRules" : "NotSet",
"effectTargetType" : "NotSet",
"range" : 0,
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" : {
"Id" : "AbilityDefPPC",
"Name" : "SENSORS IMPAIRED",
"Details" : "[AMT] Difficulty to all of this unit's attacks until its next activation.",
"Icon" : "uixSvgIcon_status_sensorsImpaired"
},
"nature" : "Debuff",
"statisticData" : {
"appliesEachTick" : false,
"effectsPersistAfterDestruction" : false,
"statName" : "AccuracyModifier",
"operation" : "Float_Add",
"modValue" : "1.0",
"modType" : "System.Single",
"additionalRules" : "NotSet",
"targetCollection" : "NotSet",
"targetWeaponCategory" : "NotSet",
"targetWeaponType" : "NotSet",
"targetAmmoCategory" : "NotSet",
"targetWeaponSubType" : "NotSet"
},
"tagData" : null,
"floatieData" : null,
"actorBurningData" : null,
"vfxData" : null,
"instantModData" : null,
"poorlyMaintainedEffectData" : null
}
],


I'm thinking just replace the targeting data section with this:

"targetingData" :
{
"effectTriggerType" : "OnActivation",
"effectTargetType" : "Creator"
},


You guys think that would work?
 
Also - does anyone know if you change the ID in this section if that would allow this to be a separate ability that wouldn't not be able to stack with PPC hits?

},
"effectType" : "StatisticEffect",
"Description" : {
"Id" : "AbilityDefPPC",
"Name" : "SENSORS IMPAIRED",
"Details" : "[AMT] Difficulty to all of this unit's attacks until its next activation.",
"Icon" : "uixSvgIcon_status_sensorsImpaired"
},

In general can you add a new status effect like that? Will it break stuff? Curious if anyone has tried...

I mean for the actual effect I'd be using an existing function from here:

},
"nature" : "Debuff",
"statisticData" : {
"appliesEachTick" : false,
"effectsPersistAfterDestruction" : false,
"statName" : "AccuracyModifier",
"operation" : "Float_Add",
"modValue" : "1.0",
"modType" : "System.Single",
"additionalRules" : "NotSet",
"targetCollection" : "NotSet",
"targetWeaponCategory" : "NotSet",
"targetWeaponType" : "NotSet",
"targetAmmoCategory" : "NotSet",
"targetWeaponSubType" : "NotSet"
},
 
This. 100% this!