Releases: janxious/BT-WeaponRealizer
Reverse Distance-Based Variance
New settings in mod.json
"reverseDistanceBasedVariance": true,
"reverseDistanceBasedVarianceMaxRangeDamagePercent": 10,
Weapons will need a tag of form wr-reverse_variance_by_distance
or wr-reverse_variance_by_distance-X
, where X
is the minimmum amount of damage the weapon is allowed to do when near its minimum range. The mod.json
option is misnamed in this version, but is a global floor which defaults to 10 percent. The intent of this is to model weapons like https://www.sarna.net/wiki/Extended_LRM and anything that doesn't reach peak velocity near its minimum range.
Bugfix: Also an attempt at making jams only occur on a secondary firing round. This has not been tested heavily.
BugFix: Jams unjammed less frequently the higher gunnery skill was
Now unjamming should happen more frequently the higher your gunnery skill is
Jams can damage weapons
Using the methods described in https://github.com/janxious/BT-WeaponRealizer/releases/tag/v0.4.0, now one can alternatively have a weapon damage itself on its first jam/misfire and destroy itself on its second. This is in lieu of jamming. To add this effect, put an additional tag wr-damage_when_jam
on any weapons that use it.
Don't forget to train up your gunnery, pilots.
Weapon Jamming
Add Jamming of weapons to the game! Also this adds a new change to refire modifier for items that have been crit'ed and damaged.
Jamming and unjamming also takes into account gunnery. Each level of gunnery above 1 adds 10% chance to avoid a weapon jam and each level adds 10% to unjam. So a level 10 gunnery pilot would have a 90% chance to avoid a weapon jam and a 100% chance to unjam on the next round.
To show off jamming, I have included a sample AC/10 json in the download. Note the wr-jammable_weapon
tag, which is required for a weapon to be able to jam with this system. It will have a chance to jam 50% of the time - because an AC/10's refire modifier is 2 and the multiplier is 25 (wr-jam_chance_multiplier-25
). If said AC/10 were critted, it would be a 75% -- ceiling(refire mod (2) * crit'ed refire mod multiplier (1.5))(3) * jam chance multiplier (25)
The JSON is reproduced below:
{
"RefireModifier" : 2,
"ComponentTags" : {
"items" : [
"component_type_stock",
"range_long",
"wr-jammable_weapon",
"wr-jam_chance_multiplier-25"
]
}
}
Jammed weapons show up like this. Note the red and the (JAM) in the weapon line:
Well at least this pilot gets to fire next round!
Note: If you are using this mod outside a mod pack, you should delete the asset file and directories.
Correct LBX Functionality
I broke it when I added in mod.json options and broken RAC functionality along the way. This fixes it.
http://www.sarna.net/wiki/LBX
Ballistic Weapons with a tag of wr-clustered_shots
will compute a hit table using the same methods as LRMs with the number of potential hits equal to ProjectilesPerShot
for that weapon def.
Lasers Better! Ballistics Better!
Laser and Ballistics can be properly disabled in mod.json
now. Also a start to documentation in README.
BTech 1.2Beta compatibility
Also harmony 1.2 compatibility.
BUGFIX: Ballistic Multi-shot hit multiple locations
Tag Overrides for Damage Variance By Distance growth rate
{
"ComponentTags" : {
"items" : [
"component_type_stock",
"range_long",
"WR-variance_by_distance-5"
]
}
}
Would work the same for this particular weapon as setting distanceBasedVarianceMaxRangeDamagePercent
to 5
globally. But now it's defined on the weapon def itself.