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I just reverse engineered the new Behemoth systems and made improvements to so it also reflects energy cost, compare values.
Here's a link of 1 of the systems with dynamic tooltips working equipped on 2 different ships. 1 is 15 subsockets, 1 is 2million proc power
https://imgur.com/a/0OjGasg
Where can I find this information? The patchnotes and the Scripting Doc has nothing about this new feature. Thx
That said you can make the exact same system with scaling mechanics and replace the quest rewards to the new one.
With 2.4 you can now make the tooltips update dynamically too. So it shows exactly what you're getting in the tooltip which I've done with my own version of scaling systems with ship size
@BloodMoon Rising
You can't just integrate another system to scale. You'd have to make the system scale yourself
My mod introduces a whole new subsystem. You can't use one function of my mod to change another.
But you can create a mod that adapts your desired system.
You can find some basics on https://avorion.fandom.com/wiki/Modding
Basically you just rebuild the folder path of your desired system and change the "getBonuses" function according to your wishes.
So for example you create:
%AppData%\Avorion\mods\MyNewMod\data\scripts\systems\batterybooster.lua
and create an empty function getBonuses() with your additions.
The game merges the real and the new function before the return statement and then the function in the game outputs your desired values.
It might then look like this:
function getBonuses(seed, rarity, permanent)
energy = energy * 2
charge = charge * 3
end
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