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View Full Version : Modding SpecialAbilities question


Hetsin
02-10-15, 03:43 PM
Hi all. I'm making a variant of SpecialAbilities.upc and was wondering if / how it was possible to give your crew's abilities a base malus to represent a green crew. The idea being that the first point spent on a passive will cancel out the malus. I can work around it by reducing the total bonus, but if possible I'd want it.

So, for example, a unskilled gunner would have 5% extra time to reload and each passive upgrade reduces the reload time by 5%, with the first upgrade putting the reload time to 'stock' values.

Any help would be appreciated. :)

Aktungbby
02-10-15, 08:22 PM
:Kaleun_Salute:
Hetsin! After a silent run.