Do not stacking penalize shield/armor HP bonuses
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@@ -621,7 +621,7 @@ class Fit:
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"duration", value)
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if warfareBuffID == 12: # Shield Burst: Shield Extension: Shield HP
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self.ship.boostItemAttr("shieldCapacity", value, stackingPenalties=True)
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self.ship.boostItemAttr("shieldCapacity", value)
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if warfareBuffID == 13: # Armor Burst: Armor Energizing: Armor Resistance
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for damageType in ("Em", "Thermal", "Explosive", "Kinetic"):
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@@ -640,7 +640,7 @@ class Fit:
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"duration", value)
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if warfareBuffID == 15: # Armor Burst: Armor Reinforcement: Armor HP
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self.ship.boostItemAttr("armorHP", value, stackingPenalties=True)
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self.ship.boostItemAttr("armorHP", value)
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if warfareBuffID == 16: # Information Burst: Sensor Optimization: Scan Resolution
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self.ship.boostItemAttr("scanResolution", value, stackingPenalties=True)
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@@ -734,7 +734,7 @@ class Fit:
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self.ship.boostItemAttr(attr, value, stackingPenalties=True)
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if warfareBuffID == 42: # Erebus Effect Generator : Armor HP bonus
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self.ship.boostItemAttr("armorHP", value, stackingPenalties=True)
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self.ship.boostItemAttr("armorHP", value)
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if warfareBuffID == 43: # Erebus Effect Generator : Explosive resistance bonus
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for attr in ("armorExplosiveDamageResonance", "shieldExplosiveDamageResonance", "explosiveDamageResonance"):
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@@ -756,7 +756,7 @@ class Fit:
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self.ship.boostItemAttr(attr, value, stackingPenalties=True)
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if warfareBuffID == 48: # Leviathan Effect Generator : Shield HP bonus
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self.ship.boostItemAttr("shieldCapacity", value, stackingPenalties=True)
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self.ship.boostItemAttr("shieldCapacity", value)
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if warfareBuffID == 49: # Leviathan Effect Generator : EM resistance bonus
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for attr in ("armorEmDamageResonance", "shieldEmDamageResonance", "emDamageResonance"):
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