Yeah, I was talking about possibilities.
Is it possible to do this via simply copying the existing interaction’s code, then pasting it and re-writing the text displayed?
Hmm, probably? You could also do something more elegant where you put the code in a separate rule with a unique trigger and FireBest <that trigger> from all your "different text" rules.
Also, if all you want is just different text, you can do this via the text column, by separating the possible text with an "OR" on a separate line, like so:
<text 1>
OR
<text 2>
OR
<text 3>
etc.
I'm having a bit of trouble with a deco weapon- I've set it to display hull damage decals, but it's not. It's in a deco slot too, in case that's an issue. The deco weapon goes over the large slot, and under everything else, which I've set using renderOrderMod in the .ship file.
.wpn file:
...
Hmm - the only thing that comes to mind is that the damage decals for a decorative weapon are fairly small and anything larger than a standard large-sized weapon is unlikely to be covered by them - at least, if I remember correctly how this works.
If this isn't the problem, then the only thing that I can think of is to start with a case where it *is* working and try to isolate the particular change that makes it not work...
Also, is there a way to figure out if a ship is trying to turn to present less-damaged armor? Like the bit where a ship has stripped armor and will try to turn away from that point if its shields are down.
It doesn't set any flag when it's doing that, so not directly, no.