Weapons

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Weapons

#

The serial number of the weapon. It has to be unique among the devices. (Weapon, Shield, Engine, Support)

Name

The name of the weapon. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart. Mesh

The name and route of the weapon’s model, you only have to give the route within the meshes.

Category Always 1.

Civilization

Which civilization’s device?

Sets

Into which SETs does the device belong to.


Special

The special features of the device, there can be only one in one square:

NoTarget

the device cannot be damaged by attacking

Automatic the weapon selects a target by itself, and fires

Crisis <num>

it causes a crisis in the power system, every power systems will work slower for a while

CrisisOut <num>

in case of hit, the causes a crisis in the target’s power system, and all of its power systems will work slower for a while.

ReserveCons <num>

it is needed for the functioning, and it is an immediately consumed reserve power.

ReserveConsOut <num> in case of a hit, the target’s reserve pool will decrease with this amount.


Purpose

The usage possibilities of the weapon:

1: shield breaker

2: hull demolisher

3: device damager

4: it affects an area

5: anti-aircraft defense

6: scanner


Carried

If the weapon is a squadron, this is the size of it.

HitChanceCat

The hit accuracy of the weapon, see the BaseHitChance chart.

DeviceHitChance

The chance of the weapon, the hit a certain device.

AutoDistance

In case of an automatic weapon, this is that distance in which it fires.

MaxCount In case of a piecemeal weapon, this is the default number of piecesmeal.

CountDec

In case of firing, this is the amount with which the piecemeal decreases.

GroupFire

In case of firing this is number of effects start, at that time the damage is evaluated so many times. In case of squadron, this is the number of pieces of the boats within the squadron.

BatValue

In case of commando, this is the value that engages the target ship’s security value.


Substance

The material of the shot, it matters because of the shields’ components:

1: energy

2: solid

3: bomber


DamageSet

Not used.

Charge

The weapon generator can load this much energy into the weapon in every tick, that is, approximately in every tenth of a second.

EnergyIn

The amount of energy that is needed to fire the weapon. The weapon’s rate of fire can be calculated from this and the charge value.

PenetrateShield The weapon’s shield penetration value. PenetrateShield/Defense(Shield) gives how many percent of the damage can reach the ship. In case this is lower than a treshold (tacticsbase.ini), than the shot won’t get through the shield. DamageShield It damages the shield’s integrity with this value by default. DamageHull It damages the hull with this value by default. DamageDevice It damages the hit device with this value by default. DamageEnergy It decreases the charging, but not raised shield’s energy with this value by default. IonizeDevice It puts the weapon out of service for a certain time. MaxHullDam The weapon can damage the hull with maximum this value. Detected In case the device is functioning, it modifies the ship’s perceptability with Detect percent. Scanned In case the device is functioning, the chance of getting identified is increased by this percent. Hpmax The weapon’s Health Point. RepairHP The given weapon can recover maximum this amount in every tick, that is, in every tenth of a second. Start The launching parameters of the shot: <param1>: 1: it starts docked out 2: the weapon fires <param2>: it is not used, it is always 0. <param3>: the number of the launching effect <param4>: the scaling of the Eeffect. Travel The travelling parameters of the shot: <param1>: 1: the radius from the firing to the target 2: the travelling shot 3: the shot that has a shipclass 4: the shot that aims a breaching point, and it does not have a shipclass <param2>: ‘param1’=1: the maximum length of the radius ‘param1’=2: the speed of the shot <param3>: the number of the travel effect <param4>: the scaling of the Eeffect End The impact parameters of the shot: <param1>: 1: impact 3: it affects an area 3: the assault drive of the fighters 4: breaching <param2>: the maximum area of the effect, outside this the effect decreases quadratically. <param3>: the number of the impact effect <param4>: the scaling of the Eeffekt CannonMaxFireAng The firing angle of the weapon. ShipMaxFireAng Not used. Maneuver The number of maneouver that is needed to fire the weapon. Upgrade Not used. Available Not used. InstallRP Not used. Shields

The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support). Name The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart. Category Shield, always 2. Civilization Which race’s deviece. Sets In which SETs does the device belong to. Components Enumeration, which components does the shield contain, there can be maximum 3 of the following: 1: protection against energy 2: protection against solid material 3: protection against bomber weapons 4: the masking of devices, it makes them difficult to indentify 5: integrity protection EnergyOutput With how much is the energy charged in every tick. MaxIntegrity The maximum integrity of the shield, this can be broken by shiel breaking weapons. Defense The defense value of the shield, the percentage of the damage that was caused by the weapon can be calculated from this. Mask The modifying value of the devices. IntegrityProtect This gets substracted from the shield breaking weapon’s damage. CM 2 A value that jams the aiming of weapons that are in Combat distance. CM 3 A value that jams the aiming of weapons that are in Aritllery distance. Detector In case the device is functioning, it can modify the ship’s perception ability in percentile. Detected In case the device is functioning, it modifies the ship’s perceptability with Detected percent. Scanner In case the device is functioning, it modifies the ship’s device-identifing ability in percentile. Scanned In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value. Hpmax The Health Point of the device. RepairHP The given device can recover maximum this amount in every tick, that is, in approximately every tenth of a second. OnEfx The number and size of the build up effect. OffEfx The number and size of the degradation effect. Maneuver It is not used. Special It is a special shield feature: Fort <param1> <param2>: Fort shield. ‘param1’: the radius of the shieldsphere, if it is -1, that it covers the whole scene. ‘param2’: those who are under the shield get this amount of support energy in every tick. This is not effected if ‘param’ = -1. Engines

The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support). Name The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart. Category Engine, always 3. Civilization Which civilization’s device. Sets Into which SETs does the device belong to. Shortcut The keycombination that helps to turn on the engine. EnergyOutput The engine provides this much energy in every tick. EnergyIn This much energy is needed for the 100% functioning. VelocityFactor The engine is capable of this speed. The maximum speed can be calculated from this and that value that was given by the shipclass. SideVelFact The speed of sideward movement. RotVelFact The speed of the rotation. Dodge The speed of the dodging speed, this can be seen, when someone is shooting to the ship. Short, quick sideward movement. DodgeRot The speed of the dodgeing rotation, it is difficult to lock the devices. Detected In case the device is functioning, it modifies the ship’s perceptability with Detected percent. Scanned In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value. CM 2 A value that jams the aiming of weapons that are in Combat distance. CM 3 A value that jams the aiming of weapons that are in Artillery distance. Hpmax The Health Point of the device. RepairHP The given device can recover with maximum this amount in every tick, that is, in aprroximately every tenth of a second. Efx The number and size of the engine’s effect. SoundEfx The number and size of the engine’s soundeffect. Special A special engine feature, only one can be written into one column: Automatic: Automatic, always active. Gravity: the pull of gravity of the black hole does not affect it. Crisis <num>: if used, it causes a crisis, the power systems service will decrease temporarily. Jump: jumpengine, if the normal engine has a target, when it is activated, it teleports the ship into the destination zone. Its functioning can be set to be random, and it can be only activated, if the required amount of reserve energy available. Supports

The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support). Name The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart. Category Support, always 4. Civilization Which civilization’s device. Sets Into which SETs does the device belong to. Special Special support feature: Automatic: Automatic, always active.

EnergyOutput The device provides this much support energy in every tick. EnergyIn The amount of energy needed in every tick for the functioning of the device. MaxReserve The device can hold this much reserve power. Detector In case the device is functioning, it can modify the ship’s perception ability in percentile. Detected In case the device is functioning, it modifies the ship’s perceptability with Detected percent. Scanner In case the device is functioning, it modifies the ship’s device-identifing ability in percentile. Scanned In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value. Ionizer 2 It ionizes the ship’s devices with this power within the Combat range Ionizer 3 It ionizes the ship’s devices with this power within the Artillery range CM 2 A value that jams the aiming of weapons that are in Combat distance. CM 3 A value that jams the aiming of weapons that are in Artillery distance. CCM The enumeration of device and jamming decreasing values, the given device’s CM value is decreased by the given value. Hpmax The Health Point of the device. RepairHP The given device can recover with maximum this amount in every tick, that is, in aprroximately every tenth of a second. OnEfx The number and size of the turing on effect. OffEfx The number and size of the turing off effect. Shiptypes

The serial number of the shiptype. It has to be unique within the shiptypes. Name The name of the shiptype. With this name you can refer to the class in #name format, as a constant in the script or in the subsequent parts of the chart. Class The constant or number of the default shipclass. Weapon Devices The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot. Weapon DefDevices The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot. Shield Devices The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot. Shield DefDevices The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot. Engine Devices The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot. Engine DefDevices The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot. Support Devices The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot. Support DefDevices The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot. DisabDevices The enumeration of devices that cannot be mounted on the type.