I'm working with a bit of high-tech kit which has an initial TL of 99 which I want to make repairable at TL15 only, and I can't! It also becomes repairable at TL14.
To make sure it's not buyable, I've scripted it so that the TL reduction kicks in only when the player docks with a damaged item, thus.
Code: Select all
this.shipDockedWithStation = function (station)
{
if(player.ship.equipmentStatus ("EQ_HIGHTECH_DEVICE") == "EQUIPMENT_DAMAGED")
{
EquipmentInfo.infoForKey("EQ_HIGHTECH_DEVICE").effectiveTechLevel = 14;
}
}
I have also tried setting effectiveTechLevel to both 15 and 16, with the same result...namely the repair is offered at TL14.
I've checked there are no missionvariables in the save file which could be causing this.
Every other element of this WIP is working fine and as expected, except this bit.
Is TL14 some sort of default maximum...the game rounds-down anything higher?