From 9fe91472cf448a62c8f124d06ae72a96ebd4259b Mon Sep 17 00:00:00 2001 From: Ebag333 Date: Sun, 16 Oct 2016 12:14:21 -0700 Subject: [PATCH] Integrated Hacking Modules Give Double Bonus Incorrectl Because integrated modules are a single module with both Data and Relic analizer built into one, ship hulls were giving a bonus twice over. Changed it from adding the bonus for each individually (which worked fine when it was broken out) to simply adding it if either Hacking or Archaeology skill is present. --- eos/effects/minigamevirusstrengthbonus.py | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/eos/effects/minigamevirusstrengthbonus.py b/eos/effects/minigamevirusstrengthbonus.py index 47ba315c1..f2e9de20d 100644 --- a/eos/effects/minigamevirusstrengthbonus.py +++ b/eos/effects/minigamevirusstrengthbonus.py @@ -13,7 +13,5 @@ type = "passive" def handler(fit, container, context): level = container.level if "skill" in context else 1 - fit.modules.filteredItemIncrease(lambda mod: mod.item.requiresSkill("Hacking"), - "virusStrength", container.getModifiedItemAttr("virusStrengthBonus") * level) - fit.modules.filteredItemIncrease(lambda mod: mod.item.requiresSkill("Archaeology"), + fit.modules.filteredItemIncrease(lambda mod: (mod.item.requiresSkill("Hacking") or mod.item.requiresSkill("Archaeology")), "virusStrength", container.getModifiedItemAttr("virusStrengthBonus") * level)