ships.Interface.ExperimentalEffect - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki
@elite-dangerous-almanac/core / ships / ExperimentalEffect
Defined in: src/ships/engineering.ts:131
One experimental (special) effect — the stat modifiers and qualitative behavior it applies. An experimental effect is applied in one step, unlike a blueprint whose grades are rolled up to.
readonlyoptionaldamageDistribution?:DamageDistribution
Defined in: src/ships/engineering.ts:152
Fixed damage-type split produced by the effect, when it converts a weapon's damage.
Shares are fractions (0.5 = 50%); absent types deal no damage after conversion.
readonlyoptionaldescription?:string
Defined in: src/ships/engineering.ts:158
A short human-readable note on what the effect does in game — present on effects whose behavior is not fully captured by ExperimentalEffect.modifiers (chiefly the qualitative weapon-combat effects with no numeric magnitude).
readonlymodifiers: readonlyExperimentalContribution[]
Defined in: src/ships/engineering.ts:147
The stat contributions this effect applies (feed to computeModifiers).
May be empty for a purely qualitative effect — one whose game behavior is a gameplay flag with no numeric magnitude the data exposes (e.g. Auto Loader reloading while firing, Smart Rounds sparing untargeted ships). Such an effect still carries a human-readable ExperimentalEffect.description.
A damage-type conversion is represented separately by ExperimentalEffect.damageDistribution, because a split is a nested record rather than a scalar contribution.
readonlyname:string
Defined in: src/ships/engineering.ts:133
The in-game display name, e.g. "Mass Manager", "Auto Loader".