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temp[130] = "Health damage taken by the marine is reduced by this percentage. This happens after the flat reduction from armor.\n\nContributing factors:\n";
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var equipment_types = ["armour", "weapon_one", "weapon_two", "mobility", "gear"];
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for (var i = 0; i < array_length(equipment_types); i++) {
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var equipment_type = equipment_types[i];
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var dr = 0;
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var name = "";
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switch (equipment_type) {
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case"armour":
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dr = unit.get_armour_data("damage_resistance_mod");
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name = unit.get_armour_data("name");
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break;
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case"weapon_one":
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dr = unit.get_weapon_one_data("damage_resistance_mod");
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name = unit.get_weapon_one_data("name");
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break;
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case"weapon_two":
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dr = unit.get_weapon_two_data("damage_resistance_mod");
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name = unit.get_weapon_two_data("name");
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break;
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case"mobility":
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dr = unit.get_mobility_data("damage_resistance_mod");
temp[124] = $"{round(unit.hp())}/{round(unit.max_health())}"; // Health Tracker
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temp[125] = $"A measure how much punishment the creature can take. Marines can go into the negatives and still survive, but they'll require a bionic to become fighting fit once more.\n\nContributing factors:\nCON: {round(100 * (1 + ((unit.constitution - 40) * 0.025)))}\n";
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for (var i = 0; i < array_length(equipment_types); i++) {
temp[127] = "Reduces incoming damage at a flat rate. Certain enemies may attack in ways that may bypass your armor entirely, for example power weapons and some warp sorceries.\n\nContributing factors:\n";
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for (var i = 0; i < array_length(equipment_types); i++) {
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var equipment_type = equipment_types[i];
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var ac = 0;
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var name = "";
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switch (equipment_type) {
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case"armour":
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ac = unit.get_armour_data("armour_value");
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name = unit.get_armour_data("name");
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break;
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case"weapon_one":
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ac = unit.get_weapon_one_data("armour_value");
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name = unit.get_weapon_one_data("name");
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break;
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case"weapon_two":
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ac = unit.get_weapon_two_data("armour_value");
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name = unit.get_weapon_two_data("name");
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break;
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case"mobility":
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ac = unit.get_mobility_data("armour_value");
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name = unit.get_mobility_data("name");
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break;
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case"gear":
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ac = unit.get_gear_data("armour_value");
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name = unit.get_gear_data("name");
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break;
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}
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if (ac != 0) {
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temp[127] += $"{name}: {ac}\n";
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}
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}
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if (obj_controller.stc_bonus[1] == 5 || obj_controller.stc_bonus[2] == 3) {
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temp[127] += $"STC Bonus: x1.05\n";
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}
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temp[128] = $"{unit.bionics}";
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var _body_parts = ARR_body_parts;
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var _body_parts_display = ARR_body_parts_display;
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temp[129] = "Bionic Augmentation is something a unit can do to both enhance their capabilities, but also replace a missing limb to get back into the fight.";
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temp[129] += "\nThere is a limit of 10 Bionic augmentations. After that the damage is so extensive that a marine requires a dreadnought to keep going.";
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temp[129] += "\nFor everyone else? It's time for the emperor's mercy.";
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