Clean up effects

This commit is contained in:
blitzmann
2016-07-04 23:30:52 -04:00
parent 5d7252cbec
commit 016854a292
10 changed files with 15 additions and 79 deletions

View File

@@ -4,10 +4,4 @@
# Citadel Point Defense
type = 'active'
def handler(fit, module, context):
# Set reload time to 1 second
module.reloadTime = 1000
# TODO
# believe this doesn't actual require skills to use.
# Need to figure out how to remove the skill req *OR* tie it to the structure.
# also doesn't have reload so...
pass

View File

@@ -4,15 +4,16 @@
# Modules from group: Missile Guidance Enhancer (3 of 3)
type = "passive"
def handler(fit, module, context):
fit.modules.filteredChargeBoost(lambda mod: mod.charge.requiresSkill("Missile Launcher Operation"),
groups = ("Structure Anti-Capital Missile", "Structure Anti-Subcapital Missile")
fit.modules.filteredChargeBoost(lambda mod: mod.charge.group.name in groups,
"aoeCloudSize", module.getModifiedItemAttr("aoeCloudSizeBonus"),
stackingPenalties=True)
fit.modules.filteredChargeBoost(lambda mod: mod.charge.requiresSkill("Missile Launcher Operation"),
fit.modules.filteredChargeBoost(lambda mod: mod.charge.group.name in groups,
"aoeVelocity", module.getModifiedItemAttr("aoeVelocityBonus"),
stackingPenalties=True)
fit.modules.filteredChargeBoost(lambda mod: mod.charge.requiresSkill("Missile Launcher Operation"),
fit.modules.filteredChargeBoost(lambda mod: mod.charge.group.name in groups,
"explosionDelay", module.getModifiedItemAttr("explosionDelayBonus"),
stackingPenalties=True)
fit.modules.filteredChargeBoost(lambda mod: mod.charge.requiresSkill("Missile Launcher Operation"),
fit.modules.filteredChargeBoost(lambda mod: mod.charge.group.name in groups,
"maxVelocity", module.getModifiedItemAttr("missileVelocityBonus"),
stackingPenalties=True)
stackingPenalties=True)

View File

@@ -1,14 +1,13 @@
# missileDMGBonus
#
# Used by:
# Modules from group: Ballistic Control system (17 of 17)
# Modules named like: QA Multiship Module Players (4 of 4)
type = "passive"
def handler(fit, module, context):
missileGroups = ("Structure Anti-Capital Missile", "Structure Anti-Subcapital Missile")
for dmgType in ("em", "kinetic", "explosive", "thermal"):
fit.modules.filteredChargeMultiply(lambda mod: mod.charge.requiresSkill("Missile Launcher Operation"),
fit.modules.filteredChargeMultiply(lambda mod: mod.charge.group.name in missileGroups,
"%sDamage" % dmgType, module.getModifiedItemAttr("missileDamageMultiplierBonus"),
stackingPenalties = True)
fit.modules.filteredItemMultiply(lambda mod: mod.item.requiresSkill("Missile Launcher Operation"),
launcherGroups = ("Structure AXL Missile Launcher", "Structure ASML Missile Launcher")
fit.modules.filteredItemMultiply(lambda mod: mod.item.group.name in launcherGroups,
"speed", module.getModifiedItemAttr("speedMultiplier"),
stackingPenalties=True)

View File

@@ -1,7 +1,3 @@
# energyNeutralizerFalloff
#
# Used by:
# Modules from group: Energy Neutralizer (51 of 51)
from eos.types import State
type = "active", "projected"
def handler(fit, container, context):
@@ -10,8 +6,3 @@ def handler(fit, container, context):
amount = container.getModifiedItemAttr("energyNeutralizerAmount")
time = container.getModifiedItemAttr("duration")
fit.addDrain(time, amount, 0)
# TODO
# believe this doesn't actual require skills to use.
# Need to figure out how to remove the skill req *OR* tie it to the structure.`

View File

@@ -1,7 +1,3 @@
# remoteECMFalloff
#
# Used by:
# Modules from group: ECM (39 of 39)
type = "projected", "active"
def handler(fit, module, context):
if "projected" in context:
@@ -9,7 +5,3 @@ def handler(fit, module, context):
strModifier = 1 - module.getModifiedItemAttr("scan{0}StrengthBonus".format(fit.scanType))/fit.scanStrength
fit.ecmProjectedStr *= strModifier
# TODO
# believe this doesn't actual require skills to use.
# Need to figure out how to remove the skill req *OR* tie it to the structure.

View File

@@ -1,7 +1,4 @@
# remoteSensorDampFalloff
#
# Used by:
# Modules from group: Sensor Dampener (6 of 6)
type= "projected", "active"
def handler(fit, module, context):
if "projected" not in context:
@@ -12,7 +9,3 @@ def handler(fit, module, context):
fit.ship.boostItemAttr("scanResolution", module.getModifiedItemAttr("scanResolutionBonus"),
stackingPenalties = True, remoteResists=True)
# TODO
# believe this doesn't actual require skills to use.
# Need to figure out how to remove the skill req *OR* tie it to the structure.

View File

@@ -1,15 +1,5 @@
# remoteWebifierFalloff
#
# Used by:
# Modules from group: Stasis Grappler (7 of 7)
# Modules from group: Stasis Web (18 of 18)
type = "active", "projected"
def handler(fit, module, context):
if "projected" not in context: return
fit.ship.boostItemAttr("maxVelocity", module.getModifiedItemAttr("speedFactor"),
stackingPenalties = True, remoteResists=True)
# TODO
# believe this doesn't actual require skills to use.
# Need to figure out how to remove the skill req *OR* tie it to the structure.

View File

@@ -1,13 +1,5 @@
# remoteTargetPaintFalloff
#
# Used by:
# Modules from group: Target Painter (8 of 8)
type = "projected", "active"
def handler(fit, container, context):
if "projected" in context:
fit.ship.boostItemAttr("signatureRadius", container.getModifiedItemAttr("signatureRadiusBonus"),
stackingPenalties = True, remoteResists=True)
# TODO
# believe this doesn't actual require skills to use.
# Need to figure out how to remove the skill req *OR* tie it to the structure.

View File

@@ -1,7 +1,4 @@
# remoteGuidanceDisruptFalloff
#
# Used by:
# Variations of module: Standup Weapon Disruptor
type = "active", "projected"
def handler(fit, module, context):
@@ -25,7 +22,3 @@ def handler(fit, module, context):
fit.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Gunnery"),
"falloff", module.getModifiedItemAttr("falloffBonus"),
stackingPenalties = True, remoteResists=True)
# TODO
# believe this doesn't actual require skills to use.
# Need to figure out how to remove the skill req *OR* tie it to the structure.

View File

@@ -1,7 +1,3 @@
# structureWarpScrambleBlockMWDWithNPCEffect
#
# Used by:
# Modules named like: Standup Warp Scrambler
runTime = "early"
type = "projected", "active"
@@ -14,8 +10,3 @@ def handler(fit, module, context):
for mod in fit.modules:
if not mod.isEmpty and mod.item.requiresSkill("High Speed Maneuvering") and mod.state > State.ONLINE:
mod.state = State.ONLINE
# TODO
# believe this doesn't actual require skills to use.
# Need to figure out how to remove the skill req *OR* tie it to the structure.