Only apply command boosts when command module is active, and add t2 command burst effect
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@@ -10,7 +10,7 @@ bonuses and actually run the effect. To do this, we have a special argument pass
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which warfareBuffID to run (shouldn't need this right now, but better safe than sorry)
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'''
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type = "passive", "gang"
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type = "active", "gang"
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def handler(fit, module, context, **kwargs):
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print "In chargeBonusWarfareEffect, context: ", context
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3
eos/effects/modulebonuswarfarelinkarmor.py
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3
eos/effects/modulebonuswarfarelinkarmor.py
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@@ -0,0 +1,3 @@
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type = "active"
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def handler(fit, module, context):
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pass
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3
eos/effects/modulebonuswarfarelinkinfo.py
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3
eos/effects/modulebonuswarfarelinkinfo.py
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@@ -0,0 +1,3 @@
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type = "active"
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def handler(fit, module, context):
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pass
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3
eos/effects/modulebonuswarfarelinkshield.py
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3
eos/effects/modulebonuswarfarelinkshield.py
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@@ -0,0 +1,3 @@
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type = "active"
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def handler(fit, module, context):
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pass
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3
eos/effects/modulebonuswarfarelinkskirmish.py
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3
eos/effects/modulebonuswarfarelinkskirmish.py
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@@ -0,0 +1,3 @@
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type = "active"
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def handler(fit, module, context):
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pass
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@@ -1,5 +1,5 @@
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type = "passive", "gang"
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type = "active", "gang"
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def handler(fit, module, context, **kwargs):
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def runEffect(id, value):
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if id == 39: # Avatar Effect Generator : Capacitor Recharge bonus
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6
eos/effects/techtwocommandburstbonus.py
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6
eos/effects/techtwocommandburstbonus.py
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@@ -0,0 +1,6 @@
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type = "passive"
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runTime = "late"
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def handler(fit, module, context):
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for x in xrange(1, 4):
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module.boostChargeAttr("warfareBuff{}Value".format(x), module.getModifiedItemAttr("commandBurstStrengthBonus"))
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@@ -597,16 +597,20 @@ class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
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# fix for #82 and it's regression #106
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if not projected or (self.projected and not forceProjected) or gang:
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for effect in self.charge.effects.itervalues():
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if effect.runTime == runTime and (not gang or (gang and effect.isType("gang"))):
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# todo: ensure that these are run when the module is active only
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thing = ("moduleCharge",)
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if effect.runTime == runTime and \
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(effect.isType("offline") or
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(effect.isType("passive") and self.state >= State.ONLINE) or
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(effect.isType("active") and self.state >= State.ACTIVE)) and \
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(not gang or (gang and effect.isType("gang"))):
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chargeContext = ("moduleCharge",)
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# For gang effects, we pass in the effect itself as an argument. However, to avoid going through
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# all the effect files and defining this argument, do a simple try/catch here and be done with it.
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# @todo: possibly fix this
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try:
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effect.handler(fit, self, thing, effect=effect)
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effect.handler(fit, self, chargeContext, effect=effect)
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except:
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effect.handler(fit, self, thing)
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effect.handler(fit, self, chargeContext)
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if self.item:
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if self.state >= State.OVERHEATED:
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