Is there a way to selectively not show the s-mod text of a hullmod via scripting in the hullmod file?
Hmm - I'd imagine so? You need to override the addSModEffectSection() and/or addSModSection() methods in the effect class.
And how is the second line of tooltip text in structures that affect stability generated? I have a structure that adds a condition that adds stability, so the structure itself adds 0 stability, but I still want the tooltip to display the correct value. I can replicate the first line just fine, but for the second line \n isn't adding enough space between lines, and addPara is adding too much space. I also can't seem to get the padding to line up the text with other examples. Help would be appreciated.
TooltipMakerAPI.addSpacer() is the method you want, I think - it lets you add an arbitrary height (even negative!) vertical spacer.
Also I'm hoping you're feeling better now
Getting there, thank you
Does anybody know a way to keep ships from deploying even in Escape Missions?
(Sorry, I don't.)
Is it possible to somehow attach a module to another ship while already in combat?
I... don't know?
I'd suspect probably not but it's not something I've tried, so I don't know if the methods exposed by the API are sufficient or not.
Also is there a way to hide a module from the fleet view & for the small fleet view in the campaign?. As in dont have it show up in the fleet screen at all. I have a module that essentialy exists to equip something in combat, so once you enter combat it despawns and only in refit its supposed to be visible on the side.
Doesn't look like it. One hack to make it work might be to set that module's hull spec to a blank sprite while in the campaign, though it'd need to be that when the view is created, so e.g. if a fleet is already on screen, it wouldn't work.