What am I looking at that shows the dmod effect multiplier not applying?
Rugged Construction works, and the effects of skills are applied before hullmods, so I strongly suspect you've got something hooked up wrong somewhere.
The negative armor malus is unaffected while the speed has been boosted slightly (in the code they are both applied at the same time so if one runs the other also has to run). I explain in the comments of the code what results I'm expecting for the controls, but based on the d-mods on the ship there should be changes to the armor, flux and speed values once the officer is added on.
So, essentially, I was applying the shield modulation effect in the same skill effect group in the json to make sure I knew that if that applied then it was at least attempting to apply the d-mod effect.
Then, inside the d-mod effect I was applying a small speed boost using the same final static variable and putting that inside the "apply" portion of the skill extension to make sure it was getting there.
All this boils down to the idea that the issue has to be somewhere in this line:
stats.getDynamic().getMod(Stats.DMOD_EFFECT_MULT).modifyMult()
- because I know via the controls that all the rest works - including the math that sets the d-mod effect multiplier. So either I needed to use getStat() instead of getMod() as the old Containment Procedures implied in the commented out portion of the code, or attempt to apply the modification using modifyPercent() instead of modifyMult() on even though that would be a bit counter-intuitive.
I tried all of that and nothing seemed to work. But!
*checks Rugged Construction*
Ok I'm going to simply copy paste that line into the skill and check to see if it works. (And also add the relevant "unapply" portion but that shouldn't make a difference for the test.)
I'll post the results back here in a bit.
*EDIT*
Doesn't seem to work according to the tooltip. The speed is the same regardless of the presence of the officer.
Also, of note, you've got this:
{"type":"SHIP", "script":"data.scripts.skills.ArcheusFieldRepairs$Level5"},
Which does not match what you've been saying about wanting it to apply fleetwide.
I was attempting to apply it to the officer ship first and get that working correctly and then go from there. I understand that I'd need "ALL_SHIPS_IN_FLEET" for a fleetwide effect, etc, sorry if I was being unclear in the change of goal.