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Clean up various stats #3582

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Clean up various stats #3582

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Safairette
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Additions

  • Duplicate fire rate and burst shot count stats are hidden on weapons, they were already displayed from verb props.
  • Info tabs of weapons with items without a Thing reference (i.e. from research or crafting screens) now displays bipod stats correctly.
  • Sway and Recoil values on those weapons now also default to 'set up' values, if bipods are enabled.
  • Tweaked the colors of bipod stat explanations to use more muted colors.
  • Added explanation for Night Vision stat calculations.
  • Changed apparel and weapon night vision labels to make the explanation clearer.

Reasoning

  • No point in showing the same data twice.
  • Better to show the stats of the weapon set up, since that's how it's meant to be used.
  • Previous bipod stat colors were too bright.
  • Apparel and weapon night vision stats were impossible to tell apart due to using the same names.

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • Playtested a colony (specify how long)

@Safairette Safairette requested review from a team as code owners December 4, 2024 22:18
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github-actions bot commented Dec 4, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-12169311792.zip

@github-actions github-actions bot added the Download in Comments This PR has a zipfile download available. label Dec 4, 2024
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github-actions bot commented Dec 4, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-12169510481.zip

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github-actions bot commented Dec 4, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-12169694381.zip

@@ -9,5 +9,7 @@
<CE_StatsReport_WeaponToughness_StuffEffect>Additional material toughness multiplier:</CE_StatsReport_WeaponToughness_StuffEffect>
<CE_StatsReport_WeaponToughness_HolderEffect>Wielder skill effect:</CE_StatsReport_WeaponToughness_HolderEffect>
<CE_Long_Range_Radio>Long range radio</CE_Long_Range_Radio>
<CE_StatPart_MinimaExplanation>Picks the lowest value of available</CE_StatPart_MinimaExplanation>
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What uses/will use these two Keys?

@@ -66,7 +66,7 @@

<StatDef ParentName="EquipmentNightVisionBase">
<defName>NightVisionEfficiency_Weapon</defName>
<label>night vision efficiency</label>
<label>weapon night vision efficiency</label>
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Is there any reason to specify in the label? I don't believe it's possible for the various types of night vision efficiencies to appear together on the same panel, is it?

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image

The stat explanation for the combined night vision stat now displays all 3 sources. And is also where one of the new translation keys is used. The other is on the currently unused statPart that selects the smallest value that's available instead.

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Ah, I see. Thoughts on changing the format to night vision efficiency (weapon)?

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I'm not sure if that's an improvement over the current one, it's probably better when viewed side-by-side like in the screenshot, but I dunno if that's the case for individual items.

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2 participants