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How are skills limited to modules?

First post
FATRI Holding
#1 - 2017-02-02 09:30:32 UTC
I try to understand, how programs like EFT work. All the data they need, should be part of the static data export. Unfortunately I do not understand, how skills are limited to modules.

Lets look at an easy example:
In typeIDs I find the skill "Fuel Conservation" with ID 3451

In dgmTypeAttributes, I find the attributed for this skill:
attribute value name
317 -10 (capNeedBonus)
275 2.0 (skillTimeConstant)
180 165 (primaryAttribute)
277 2 (requiredSkill1Level)
182 3449 (requiredSkill1)
278 2 (requiredSkill2Level)
183 3450 (requiredSkill2)
280 0 (skillLevel)
181 167 (secondaryAttribute)

From this point, the necessary data is available for a 10 percent capacitor bonus per level. But I do not see, how this affects afterburner only.

In dgmTypeEffects I find for the skill:
effectID Name
132 skillEffect
225 accerationControlSkillBoostCapNeedBonus
506 fuelConservationCapNeedBonusPostPercentCapacitorNeedLocationShipModulesRequiringAfterburner

The effect 132 might do the trick in some way, but I do not find an ID our group that links to the afterburners.

Can please someone point me into the correct direction, how skills are limited to items.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#2 - 2017-02-02 13:35:57 UTC
FATRI Holding
#3 - 2017-02-02 14:30:11 UTC
Thank you very much. The link is very helpful! It tells me exactly what I was looking for.