DotNet.Ships.Record.ExperimentalEffect - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki
EliteDangerousAlmanac / Ships / ExperimentalEffect
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/Engineering.cs:79
One experimental effect: the stat modifiers and the behaviour it applies. An experimental effect is applied in one step, unlike a blueprint whose grades are rolled up to.
new ExperimentalEffect(
Name,Modifiers,DamageDistribution?,Description?)
string
The in-game display name, such as Mass Manager.
IReadOnlyList<ExperimentalContribution>
The stat contributions this effect applies. The list is empty for a purely qualitative effect, whose behaviour is a gameplay flag with no numeric magnitude the data exposes. Such an effect still carries a Description. A damage-type conversion is carried by DamageDistribution instead, because a split is a nested record rather than a scalar contribution.
DamageDistribution? = null
The fixed damage-type split the effect produces, when it converts a weapon's damage.
string? = null
A short note on what the effect does in game, present on the effects whose behaviour the modifiers do not fully carry.
DamageDistribution:
DamageDistribution?
The fixed damage-type split the effect produces, when it converts a weapon's damage.
Description:
string?
A short note on what the effect does in game, present on the effects whose behaviour the modifiers do not fully carry.
Modifiers:
IReadOnlyList<ExperimentalContribution>
The stat contributions this effect applies. The list is empty for a purely qualitative effect, whose behaviour is a gameplay flag with no numeric magnitude the data exposes. Such an effect still carries a Description. A damage-type conversion is carried by DamageDistribution instead, because a split is a nested record rather than a scalar contribution.
Name:
string
The in-game display name, such as Mass Manager.