Special Abilities

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Special Abilities

Postby LukeFF on Tue Mar 09, 2010 7:58 pm

I'm not modding this stuff just yet (I have some other stuff I'm working on first), but I want to see if I'm understanding the parameters correct. For instance, here is the first entry:
[SpecialAbility 1]
ID=Ability-Active-Repair-Destroyed-Items
NameDisplayable=Ability-Active-Repair-Destroyed-Items-Name
Description=Ability-Active-Repair-Destroyed-Items-Description, Ability-Active-Repair-Destroyed-Items-Description, Ability-Active-Repair-Destroyed-Items-Description
Levels= 1
AbilityType=CanRepairDestroyedItems ;repairs all destroyed items (nu-s sigur daca asta e abilitatea corecta)
AbilityValue=1

PointsRequirement= 0
AbilityRequirements= 0
LevelUpTree= 0

MoraleCost= 0 ;it will consume all morale points available
PointsCost= 1

AbylityActsIn= ALL

Activation=OnDemand
Duration=0
Cooldown=28800


PointsRequirement: is this somehow tied to how much renown the player has?
AbilityRequirements: not sure?
MoraleCost: how many morale points will be deducted from the crewman in question.
PointsCost: again, is this somehow tied to renown?
Duration: how many minutes the specified ability lasts
Cooldown: minutes before the ability can be activated again.
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Re: Special Abilities

Postby Ducimus on Tue Mar 09, 2010 8:44 pm

Points requirement is like Skill points i beleive. Think Diablo2 or WoW. in context with "point cost", it sounds like, "Must have X number of points in this skill to qualify".

PointsCost, how many points this skill costs?


AbilityRequirements sounds like how it is in SH4. character must have X electriconics, and Y in watchman to qualify for this ability.
Meh.
Doo wah diddy diddy dum ditty do.
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Re: Special Abilities

Postby Mav87th on Fri Mar 12, 2010 11:46 am

You get points when you get to port after a mission.

After my first mission i had 19 points that could be used while sailing to "buy" skills for the men in the personnel page. Most of the active skills required 2 points while the passive skills required 1 point.

It's properly tied to renown in the way that you earn both types by doing good (sinking ships) and not getting pounded too hard.
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Re: Special Abilities

Postby LukeFF on Sat Mar 13, 2010 1:25 am

Dan:

Just to confirm: the Pre-Heat Torpedo skill only affects electric torpedoes? Does this include the FaT and LuT variants?
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Re: Special Abilities

Postby elanaiba on Sat Mar 13, 2010 1:53 am

Yes, should affect ONLY electric torpedoes, and ALL of them.
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Re: Special Abilities

Postby LukeFF on Sat Mar 13, 2010 2:26 am

elanaiba wrote:Yes, should affect ONLY electric torpedoes, and ALL of them.


So, that means T2, T3, T4, and T5?
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Re: Special Abilities

Postby Fearless on Mon Apr 19, 2010 10:22 pm

Howdy,

Just wondering that if there is a spelling mistake, would the functionallity work properly. I just noticed in the quoted text,
Ability is spelled wrong.

AbylityActsIn= ALL
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