Vulture82 Posted June 15, 2018 Share Posted June 15, 2018 (edited) Hi, I'm trying to come up with new mods based around Morphyums StoreTagEnabler. Doing that I have tried to fiddle a bit with the "DiscountModifier" that you can find under every item in every shop.json, but either my shop-files are missing a value, tag or whatever, or the damn DiscountModifier doesn't work as I thought it should, because the actual price of my test-item always stays the same (already accounting for discount based off of reputation). Wouldn't be the first setting in the game that apparently serves no function anymore, but I wanted to make sure. Has anyone managed to get the DiscountModifier to work? Edit: Same goes for the setting "Purchasable" in every item-file as well.No matter if it is true or false, as long as there is a shop-file selling it, you can buy it in game. Edited June 15, 2018 by Vulture82 Link to comment Share on other sites More sharing options...
Hellscourge Posted June 18, 2018 Share Posted June 18, 2018 DIscountModifier might be a value much like BatteValue. It exists, they may have thought of something when they implenented it, but the game as it is right now does nothing with it. Link to comment Share on other sites More sharing options...
Vulture82 Posted June 18, 2018 Author Share Posted June 18, 2018 Yeah, seems like it. The files and even the Assembly-CSharp.dll are apparently full of these "Forgotten Children", so it becomes a lot of fun when you try to find out which value does what or which string is even valid -,- Link to comment Share on other sites More sharing options...
Hellscourge Posted June 19, 2018 Share Posted June 19, 2018 CompomentTags are equally fun. Do they do anything specific? I don't know.Same with CriticalComponent. None of the weapons or equipment have that as yes or active. Link to comment Share on other sites More sharing options...
Vulture82 Posted June 19, 2018 Author Share Posted June 19, 2018 CriticalComponent true actually does something. I've used that in my first mod to balance out a custom equipment that emulates the ten internal heatsinks being double heatsink, i.e. the equpipment sinks - 30 by itself.Pretty overpowered, right? Well, here's the catch (the equipment can only be installed into the center torso btw), CriticalComponent is set to yes which means as soon as the equipment recieves a critical hit in combat, not only is the equipment automatically destroyed instead of being damaged first, THE WHOLE MECH is instantly out of the fight! (But only the equipment is destroyed, the rest of the mech is undamaged). I explained that in-lore that it is a total conversion of the whole heatsink system and destroying it will disable ALL heatsinks which forces the mech to emergency shutdown. Quite a neat thing to balance overpowered equipments or weapons imoh ^^ Link to comment Share on other sites More sharing options...
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