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ships.Interface.ExperimentalEffect

github-actions[bot] edited this page Aug 26, 2026 · 73 revisions

@elite-dangerous-almanac/core / ships / ExperimentalEffect

Interface: ExperimentalEffect

Defined in: src/ships/engineering.ts:132

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.

Properties

damageDistribution?

readonly optional damageDistribution?: DamageDistribution

Defined in: src/ships/engineering.ts:153

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.


description?

readonly optional description?: string

Defined in: src/ships/engineering.ts:159

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).


modifiers

readonly modifiers: readonly ExperimentalContribution[]

Defined in: src/ships/engineering.ts:148

The stat contributions this effect applies (feed to computeModifiers).

Remarks

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.


name

readonly name: string

Defined in: src/ships/engineering.ts:134

The in-game display name, e.g. "Mass Manager", "Auto Loader".

API

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ProceduralSystem

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