Complete Weapon Attribute Table
Posted: Tue May 13, 2014 2:59 am
What happens when you give an anti bio beam a damage boost? (the crew damage gets boosted per shot, but only if there's no other kind of damage on the weapon.) What happens when you give a bomb <drone_targetable>? (drones will shoot at the bomb inside the ship, but the drone's shot passes through and does nothing.) What happens when you give a beam the charge option? (the game crashes when you try to power it.)
I've spent some good quality time with the Testrel and the Mod Testing Environment to try every weapon attribute with every other weapon attribute and put together the following chart documenting every interaction and interference, as well as testing negative and decimal values:
Complete Weapon Attribute Table (google docs link)
It's my hope that this will make other weapon modders lives a little easier and help me with my (currently unannounced) mod.
How to use this chart
Find one of the weapon attributes you're looking for on the left and follow that row right to the column of the other weapon attribute. Blue and green work, yellow is weird, red doesn't work. If it's a light grey box, switch rows and columns.
Some attributes don't have their own column because they tend not to interact with other attributes. Examples include the boost <amount> attribute and the <power> attribute.
If you see anything wrong or unclear, please let me know!
Some Findings
- Ion weapons deal ion damage directly to the shield sprite; this causes all kinds of bugs, such as the famous ion beam bug but also weird interactions with shield piercing
- Beam weapons don't like a lot of other arguments, and both FTL crash bugs are on beam weapons
- Missiles are basically lasers with some default attributes wrapped in
- Boost damage is weird with multiple damage types
- Multiple shots weapons don't play well with other types
- I still have no idea what <locked> does. It's not <lockdown>.
I've spent some good quality time with the Testrel and the Mod Testing Environment to try every weapon attribute with every other weapon attribute and put together the following chart documenting every interaction and interference, as well as testing negative and decimal values:
Complete Weapon Attribute Table (google docs link)
It's my hope that this will make other weapon modders lives a little easier and help me with my (currently unannounced) mod.
How to use this chart
Find one of the weapon attributes you're looking for on the left and follow that row right to the column of the other weapon attribute. Blue and green work, yellow is weird, red doesn't work. If it's a light grey box, switch rows and columns.
Some attributes don't have their own column because they tend not to interact with other attributes. Examples include the boost <amount> attribute and the <power> attribute.
If you see anything wrong or unclear, please let me know!
Some Findings
- Ion weapons deal ion damage directly to the shield sprite; this causes all kinds of bugs, such as the famous ion beam bug but also weird interactions with shield piercing
- Beam weapons don't like a lot of other arguments, and both FTL crash bugs are on beam weapons
- Missiles are basically lasers with some default attributes wrapped in
- Boost damage is weird with multiple damage types
- Multiple shots weapons don't play well with other types
- I still have no idea what <locked> does. It's not <lockdown>.