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Simply changing this (to work the other way around) would break existing mods.
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Yes, that's problem. Maybe flag-parameter in "vars" can do? Like "GunOverAmmo: true" will set gun in priority and vice versa.
powerBonus is used on crafts. damageBonus is used on items.
Oh, thanks. It's a typo, of course.
In general, I disagree with this suggestion, because you can already write a yscript that changes damage based on what gun and ammo is used.
It is possible, but will misguide player, as this changes not show changed damage in Ufopedia (sadly, almost no one really reads texts)
One solution would be to give weapons an attribute that allows them to modify round power, by either replacing, multiplying or flat addition to the ammo's value. I suppose it's already possible via y-scripts, though?
Yes, but "damageBonus" looks just as what you saying. For "power" defining ammo strength, and "Bonus" defining gun special properties, like barrel, etc.
In fact, i always thinked that it is just like so, and only today catched my mod working not as i expect. (right when debugging scripted power bonuses)
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If I recall correctly, script hook should be named `damageBonusBonusStats`.
But will it show bonus in Ufopedia?