If it uses base effects (e.g. Increase Small Guns, Restore Health etc.) it's under Game Effects.
Thanks for the advice I think I found what i'm looking for, but now i'm in a bit of a corner again. I'm preparing to add in a new item and i'm having difficulty figuring out how exactly to do it.
scn RepairKitEffectSCRIPT;Most code taken directly from the DLC05AlienEpoxyEffectScript.;Values have been adjusted slightly (-5 across the board), now includes a +30 bonus for having Repair 100;7.6.10 JESfloat WeapHealthBEGIN ScriptEffectStart ;// get the current health percent and add 25 set WeapHealth to player.getWeaponHealthPerc ;// run through the player's repair skill and augment appropriately IF ( player.getAV Repair < 25 ) set WeapHealth to WeapHealth + 10 ELSEIF ( player.getAV Repair >= 25 && player.getAV Repair < 50 ) set WeapHealth to WeapHealth + 15 ELSEIF ( player.getAV Repair >= 50 && player.getAV Repair < 75 ) set WeapHealth to WeapHealth + 20 ELSEIF ( player.getAV Repair >= 75 && player.getAV Repair < 100 ) set WeapHealth to WeapHealth + 25 ELSEIF ( player.getAV Repair >= 100 ) set WeapHealth to WeapHealth + 30 ENDIF ;// set the weapons new health percent player.setWeaponHealthPerc WeapHealthEND
That's the code from the weapon repair kit which is tied to the Weapon Repair Kit through the effects window. What i'm thinking about doing is adding in a new item called the "Electronic" weapon repair kit which is designed to work only with the electric stuff. Hardest part will be tieing everything together, but ultimately i'm trying to think how to make it so the thing only recognizes the "electric/energy" weapons. If the weapon isn't one I want to add in a produced message that says "Weapon Cannot Be Repaired".
Here's what i'm thinking might work, but again i'm unsure if it would work since i'm not sure if I can do multiple condition statements.
scn RepairKitEffectSCRIPT;Most code taken directly from the DLC05AlienEpoxyEffectScript.;Values have been adjusted slightly (-5 across the board), now includes a +30 bonus for having Repair 100;7.6.10 JESfloat WeapHealthBEGIN ScriptEffectStart ;// get the current health percent and add 25 set WeapHealth to player.getWeaponHealthPerc ;// run through the player's repair skill and augment appropriately IF ( player.getAV Repair < 25 && player.getEquipped = EnergyWeapon) set WeapHealth to WeapHealth + 10 ELSEIF ( player.getAV Repair >= 25 && player.getAV Repair < 50 ) set WeapHealth to WeapHealth + 15 ELSEIF ( player.getAV Repair >= 50 && player.getAV Repair < 75 ) set WeapHealth to WeapHealth + 20 ELSEIF ( player.getAV Repair >= 75 && player.getAV Repair < 100 ) set WeapHealth to WeapHealth + 25 ELSEIF ( player.getAV Repair >= 100 ) set WeapHealth to WeapHealth + 30 ENDIF ;// set the weapons new health percent player.setWeaponHealthPerc WeapHealthEND
*Note: I know that EnergyWeapon isn't right just wondering if I put the correct coded name in there if that would work*