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A way to make a shield booster a "energy" booster?

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Post Mon Mar 17, 2003 6:57 am

A way to make a shield booster a "energy" booster?

Does anyone know if there's a way to make a shield booster an energy booster? E.g. rather than boost shields it boosts your ship's power for weapons? I'm thinking if possible this might be a way to make energy weapons cost ammo... and at the same time get rid of cheesy shield and hull boosts . Thanks.

Post Mon Mar 17, 2003 10:57 am

Might be... but i'll have to look for the files in relation to the shield booster in the first place.

Post Mon Mar 17, 2003 4:34 pm

I'm not in a position to test but here's the info from misc_equip.ini on the shield batteries:

[ShieldBattery
nickname=ge_s_battery_01
ids_name=263748
ids_info=264748
volume=0
mass=10
hit_pts=300
loot_appearance=ge_s_battery_01_loot
units_per_container=15
lootable=true

The hit_pts controls how many points a single battery will restore to your shields. You might try adding a power_usage line with a number around 1000. After that, try using a shield battery and see if the power drops tremendously. If so, then we at least know that we can link power_usage to a shield battery. Next step would be to try using a negative number on power_usage to see if it will give you power.

The only problem you'll run into at the get go is that freelancer is hardcoded to use up as many batteries as it takes to replinesh the shields to full power.


-V
The Nets Edge
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