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[Idea] More Weapon Information

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[Idea] More Weapon Information
Offline Hidamari
11-16-2010, 11:39 PM,
#1
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could we add the ammount of EMP a weapon does to a target (by draining the targets core, i believe Pulses and Debilitators have this ability) to the wiki

and also the vitality of each weapon hardpoint, because i know they all have health bars we just cant see them, itd be cool to have this on the wiki too:)

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Offline Denelo
11-17-2010, 03:11 AM, (This post was last modified: 11-17-2010, 03:11 AM by Denelo.)
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' Wrote:could we add the ammount of EMP a weapon does to a target (by draining the targets core, i believe Pulses and Debilitators have this ability) to the wiki

Easy way to figure it out. The energy damage of a weapon is its shield damage minus half its hull damage. For most weapons, that's zero. Only pulses do energy damage. For those, it's basically they're shield damage, though if you need exact numbers subtract half their hull damage from that.

Basically, here's how damage works in Freelancer. There are two numbers. Hull damage, and energy damage.

Hull damage: How much damage the gun does the the hull.
Energy damage: how much damage the gun does to the power core.

There is no shield damage entry in the .ini files. Instead, shield damage is always half the hull damage plus energy damage. So for instance, Splitters look like this:

Hull damage: 500
Energy damage: 0

This means that it does 500 hull damage per shot, 250 (500/2 + 0) shield damage per shot, and 0 power core damage per shot.

Let's take a look at the Imp. Debilitator I now.

Hull damage: 40
Energy damage: 628

So from that, you can get its shield damage (40/2 = 20, 20 + 628 = 648). However, it takes 628 energy from the target's power plant every time it hits as well.

See?

So basically, the easiest way to get the number you're looking for is to look at the weapon's shield damage. If the shield damage isn't half the hull damage, it does energy damage.
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Offline AeternusDoleo
11-17-2010, 10:48 AM,
#3
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Only pulse type weapons, pulse mines/missiles and gunboat missiles do energy damage. The gunboat missiles do a mix of hull and energy damage. Vitality is indeed a statistic (but if you're going to add that, you'll have to add explosion resistance too).

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Offline jxie93
11-17-2010, 09:32 PM,
#4
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It'd be nice to add weapon effects for every gun like it already is with codename cannons.

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Offline Hidamari
11-18-2010, 01:31 AM,
#5
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' Wrote:Vitality is indeed a statistic (but if you're going to add that, you'll have to add explosion resistance too).

id love to, but i dont know where that information is.

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Offline AeternusDoleo
11-18-2010, 11:00 AM,
#6
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You'd have to yank it out of the equipment INI in your freelancer data folder. But manually doing that for each gun will be a royal pain in the rear, fair warning. The file is huge, and hard to read. You'll have to match the stats to the weapon in question, as the ini uses a different naming convention for each gun. (for instance, the gunboat pulse cannon is called an "inferno" weapon as well). Shouldn't be too hard to match up what's what, but it will be very timeconsuming.

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Offline magix
11-18-2010, 01:10 PM,
#7
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' Wrote:You'd have to yank it out of the equipment INI in your freelancer data folder. But manually doing that for each gun will be a royal pain in the rear, fair warning. The file is huge, and hard to read. You'll have to match the stats to the weapon in question, as the ini uses a different naming convention for each gun. (for instance, the gunboat pulse cannon is called an "inferno" weapon as well). Shouldn't be too hard to match up what's what, but it will be very timeconsuming.


I think it should be easy to write parser that will calculate this automatically(e.g in python).
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Offline Denelo
11-19-2010, 01:39 AM, (This post was last modified: 11-19-2010, 01:40 AM by Denelo.)
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' Wrote:I think it should be easy to write parser that will calculate this automatically(e.g in python).

It'd be fairly simple. It can match the gun name in the Ioncross file with the title of the code block in the weapon_equip.ini, then look under the hit point variable and spit out the number under the Ioncross gun name. It'd take a little interpretation, but not much.

I might wing it and try to find a Python tutorial over the next couple months just to do that. Hrm. Though if someone else already knows it, that'd be way easier.
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Offline AeternusDoleo
11-19-2010, 02:25 AM,
#9
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' Wrote:I think it should be easy to write parser that will calculate this automatically(e.g in python).
Personally, I'd cobble together a Delphi application, use it's native ini parsing component and dump the content into a small access database for easy... no pun intended... access.

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Offline cshake
12-12-2010, 09:18 PM,
#10
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I've got php scripts written already that read all the ini stuff and dump it into a SQL database, tables indexed by internal item nickname, if that's what you're looking for. I don't use any built-in .ini parser because the only versions I could find fail with repeated keys under a heading, which exist in many of the files. I only read info that somehow gets put on the wiki at this point, so explosion resistance (for instance) is ignored, but can easily be added.

I'll be happy to give out the scripts to anyone who wants, they're built for php5+MySQL, but should be easily modified to SQLite or PostgreSQL.

Existing scripts in action

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