I think you would need to do some directory renaming and folder moving to be able to use these scripts, but they look like full projectile scripts to me
Yes. The scripts themselves are fully functional. They consist in principle of 5 parts. The method "Load" is to initialize the script. There, the WeaponHit event from the App is bound to the WeaponHit method. The WeaponHit method calls the HandleWeaponHit method. In principle, a really unnecessary chaining, but so I have copied it from the original script. The HandleWeaponHit method checks whether the event is a hull hit or a shield hit and calls the HullHit or ShieldHit methods accordingly. This then defines the behavior of the script, while still undergoing several comparisons.
The real core of the script is that I determine which projectile (torpedo or pulse weapon) triggered the hit event. Then I load its script and check if there is a specific method in the projectile script. If so, I read the return value. Then I create a sequence that performs certain actions. The possible actions I take either the MissionLib, the ShipScriptAction script or one of my own libraries.
Possible actions include: Damaging a subsystem, disabling a subsystem, uncloaking a spaceship, disabling the shields, etc.