Clean up effects
This commit is contained in:
@@ -4,10 +4,4 @@
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# Citadel Point Defense
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type = 'active'
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def handler(fit, module, context):
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# Set reload time to 1 second
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module.reloadTime = 1000
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# TODO
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# believe this doesn't actual require skills to use.
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# Need to figure out how to remove the skill req *OR* tie it to the structure.
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# also doesn't have reload so...
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pass
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@@ -4,15 +4,16 @@
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# Modules from group: Missile Guidance Enhancer (3 of 3)
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type = "passive"
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def handler(fit, module, context):
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fit.modules.filteredChargeBoost(lambda mod: mod.charge.requiresSkill("Missile Launcher Operation"),
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groups = ("Structure Anti-Capital Missile", "Structure Anti-Subcapital Missile")
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fit.modules.filteredChargeBoost(lambda mod: mod.charge.group.name in groups,
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"aoeCloudSize", module.getModifiedItemAttr("aoeCloudSizeBonus"),
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stackingPenalties=True)
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fit.modules.filteredChargeBoost(lambda mod: mod.charge.requiresSkill("Missile Launcher Operation"),
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fit.modules.filteredChargeBoost(lambda mod: mod.charge.group.name in groups,
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"aoeVelocity", module.getModifiedItemAttr("aoeVelocityBonus"),
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stackingPenalties=True)
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fit.modules.filteredChargeBoost(lambda mod: mod.charge.requiresSkill("Missile Launcher Operation"),
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fit.modules.filteredChargeBoost(lambda mod: mod.charge.group.name in groups,
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"explosionDelay", module.getModifiedItemAttr("explosionDelayBonus"),
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stackingPenalties=True)
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fit.modules.filteredChargeBoost(lambda mod: mod.charge.requiresSkill("Missile Launcher Operation"),
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fit.modules.filteredChargeBoost(lambda mod: mod.charge.group.name in groups,
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"maxVelocity", module.getModifiedItemAttr("missileVelocityBonus"),
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stackingPenalties=True)
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stackingPenalties=True)
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@@ -1,14 +1,13 @@
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# missileDMGBonus
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#
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# Used by:
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# Modules from group: Ballistic Control system (17 of 17)
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# Modules named like: QA Multiship Module Players (4 of 4)
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type = "passive"
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def handler(fit, module, context):
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missileGroups = ("Structure Anti-Capital Missile", "Structure Anti-Subcapital Missile")
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for dmgType in ("em", "kinetic", "explosive", "thermal"):
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fit.modules.filteredChargeMultiply(lambda mod: mod.charge.requiresSkill("Missile Launcher Operation"),
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fit.modules.filteredChargeMultiply(lambda mod: mod.charge.group.name in missileGroups,
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"%sDamage" % dmgType, module.getModifiedItemAttr("missileDamageMultiplierBonus"),
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stackingPenalties = True)
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fit.modules.filteredItemMultiply(lambda mod: mod.item.requiresSkill("Missile Launcher Operation"),
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launcherGroups = ("Structure AXL Missile Launcher", "Structure ASML Missile Launcher")
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fit.modules.filteredItemMultiply(lambda mod: mod.item.group.name in launcherGroups,
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"speed", module.getModifiedItemAttr("speedMultiplier"),
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stackingPenalties=True)
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@@ -1,7 +1,3 @@
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# energyNeutralizerFalloff
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#
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# Used by:
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# Modules from group: Energy Neutralizer (51 of 51)
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from eos.types import State
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type = "active", "projected"
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def handler(fit, container, context):
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@@ -10,8 +6,3 @@ def handler(fit, container, context):
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amount = container.getModifiedItemAttr("energyNeutralizerAmount")
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time = container.getModifiedItemAttr("duration")
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fit.addDrain(time, amount, 0)
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# TODO
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# believe this doesn't actual require skills to use.
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# Need to figure out how to remove the skill req *OR* tie it to the structure.`
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@@ -1,7 +1,3 @@
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# remoteECMFalloff
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#
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# Used by:
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# Modules from group: ECM (39 of 39)
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type = "projected", "active"
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def handler(fit, module, context):
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if "projected" in context:
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@@ -9,7 +5,3 @@ def handler(fit, module, context):
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strModifier = 1 - module.getModifiedItemAttr("scan{0}StrengthBonus".format(fit.scanType))/fit.scanStrength
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fit.ecmProjectedStr *= strModifier
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# TODO
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# believe this doesn't actual require skills to use.
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# Need to figure out how to remove the skill req *OR* tie it to the structure.
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@@ -1,7 +1,4 @@
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# remoteSensorDampFalloff
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#
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# Used by:
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# Modules from group: Sensor Dampener (6 of 6)
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type= "projected", "active"
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def handler(fit, module, context):
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if "projected" not in context:
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@@ -12,7 +9,3 @@ def handler(fit, module, context):
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fit.ship.boostItemAttr("scanResolution", module.getModifiedItemAttr("scanResolutionBonus"),
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stackingPenalties = True, remoteResists=True)
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# TODO
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# believe this doesn't actual require skills to use.
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# Need to figure out how to remove the skill req *OR* tie it to the structure.
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@@ -1,15 +1,5 @@
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# remoteWebifierFalloff
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#
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# Used by:
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# Modules from group: Stasis Grappler (7 of 7)
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# Modules from group: Stasis Web (18 of 18)
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type = "active", "projected"
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def handler(fit, module, context):
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if "projected" not in context: return
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fit.ship.boostItemAttr("maxVelocity", module.getModifiedItemAttr("speedFactor"),
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stackingPenalties = True, remoteResists=True)
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# TODO
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# believe this doesn't actual require skills to use.
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# Need to figure out how to remove the skill req *OR* tie it to the structure.
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@@ -1,13 +1,5 @@
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# remoteTargetPaintFalloff
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#
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# Used by:
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# Modules from group: Target Painter (8 of 8)
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type = "projected", "active"
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def handler(fit, container, context):
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if "projected" in context:
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fit.ship.boostItemAttr("signatureRadius", container.getModifiedItemAttr("signatureRadiusBonus"),
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stackingPenalties = True, remoteResists=True)
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# TODO
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# believe this doesn't actual require skills to use.
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# Need to figure out how to remove the skill req *OR* tie it to the structure.
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@@ -1,7 +1,4 @@
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# remoteGuidanceDisruptFalloff
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#
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# Used by:
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# Variations of module: Standup Weapon Disruptor
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type = "active", "projected"
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def handler(fit, module, context):
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@@ -25,7 +22,3 @@ def handler(fit, module, context):
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fit.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Gunnery"),
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"falloff", module.getModifiedItemAttr("falloffBonus"),
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stackingPenalties = True, remoteResists=True)
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# TODO
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# believe this doesn't actual require skills to use.
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# Need to figure out how to remove the skill req *OR* tie it to the structure.
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@@ -1,7 +1,3 @@
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# structureWarpScrambleBlockMWDWithNPCEffect
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#
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# Used by:
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# Modules named like: Standup Warp Scrambler
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runTime = "early"
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type = "projected", "active"
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@@ -14,8 +10,3 @@ def handler(fit, module, context):
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for mod in fit.modules:
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if not mod.isEmpty and mod.item.requiresSkill("High Speed Maneuvering") and mod.state > State.ONLINE:
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mod.state = State.ONLINE
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# TODO
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# believe this doesn't actual require skills to use.
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# Need to figure out how to remove the skill req *OR* tie it to the structure.
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