dalolorn wrote:I'm going to have to take a look at the code - once you release it - to figure out what are you doing...
It's done with negative <sysDamage> and <crewDamage> tags. I think some other mods did this already.
A <damage> value of 4 actually represents 4 hull damage, 4 sys damage and 4 crew damage. If you set the <damage> value to 4 and the <sysDamage> and <crewDamage> value to -2 you get a weapons that deals 4 damage to hull and only 2 to crew and systems. I tested that a little and it seems the game does the math before applying any of the damage (So this works also against systems that are completely destroyed). Fun fact: multiple damage tags in a weapon are also summed up before the weapon deals damage. A blueprint with two <damage> tags, one set to 3, one set to -2, produces a weapons that deals only one damage. A blueprint with an <ionDamage> tag set to 1 and another one set to -1 produces a weapon that deals no ion damage. Negative Ion damage does not work, unfortunately... I wanted a reverse ion field bomb to deionize your systems... Fun fact 2: Ion weapons with <sysDamage> assigned deal it to the shield system if they hit shields.
I checked this because I secretly hoped that the tags are applied independently after each other. I wanted a light ion weapon that deals <sysDamage>8</sysDamage> and then <sysDamage>-8</sysDamage> to destroy a system for a split-second and then restores it, which could be used to reset weapon cooldowns and for other stuff. Didn't work out. But that damage is summed up before it is dealt is actually better and allows for other stuff, mainly these scatter weapons that where created.