List of enhancements used by shpEnhanceItem.
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* enhanceCodes (always starts with 0x*Value*, e.g. 0x0101):
* 010X For enhancing hitpoint; 10% hp multiplied with X (e.g., 0101 = +10% hp, 0102 = +20% hp, etc.)
* 810X for reducing hitpoints;-10% hp multiplied with X (e.g., 8101 = -10% hp, 8102 = -20% hp, etc.)
* 0200 Regenerate (like Duralloy, only applies to armor)
* 8200 Decay (like Transuranic, only applies to armor)
* 03YX Reflect damage type Y with X effectiveness (X{effectiveness} starts with 0=50% and rises in 5% steps; Y{dam type} is listed further down)
* 83Y0 Transparency to damage Y, applies only to shields (e.g., 8300 = shield does not absorb laser damage, 8310 = shield does not reflect kinetic damage).
* 050X reduce damage to armor/shield (e.g., 0500 = armor/shield takes 100% of damage; 0501 = 90% of damage; 0502 = 80% of damage, etc.)
* 850X enhance damage to armor/shield (e.g., 8500 = armor/shield takes 100% of damage; 8501 = 111% damage; 8502 = 125% damage; 8503 = 143% damage, etc.)
* 060X reduce ENERGY damage (e.g., laser, particle, etc.). % is same as 050X.
* 860X enhance ENERGY damage. % is same as 850X.
* 070X reduce MATTER damage (e.g., kinetic, blast, etc.). % is same as 050X.
* 870X enhance MATTER damage. % is same as 850X.
* 08YX reduce damage when damage is of type Y or of type Y+1. For example, 080X adjusts damage to armor/shield when hit by either laser or kinetic damage. % is same as 050X.
* 88YX enhance damage when damage is of type Y or of type Y+1. % is same as 850X.
* 09YX reduce damage when damage is of type Y (e.g., 0901 = armor/shield takes 90% damage from laser; 0911 = armor/shield takes 90% damage from kinetic). % is same as 050X.
* 89YX enhance damage when damage is of type Y. % is same as 850X.
* 0AYX reduce damage with % same as 050X. If damage is of type Y+2, adjusts damage with % equal to 1.5 times 050X. (e.g., 0A05: For laser damage, adjustment is 50%; for particle damage, adjustment is 75%.)
* 8AYX If damage is of type Y, enhance damage with % same as 050X. If damage is of type Y+2, adjusts damage with % equal to 1.5 times 850X.
* 0B00 Armor is immune to radiation.
* 0B10 Armor is immune to blinding.
* 0B20 Armor is immune to EMP.
* 0B30 Armor is immune to device damage.
* 0B40 Armor is immune to disintegration.
* 0C00 Armor is immune to blinding/EMP/device damage.
* 8C00 Armor interferes with shields (like meteorsteel) - no shields.
* 0D00 Armor regenerates near sun - solar regeneration.
* 0E00 Armor refuels reactor near sun - solar power.
* 0F0X Shield consumes less power (X values: 0=100%, 1=90% etc. of original value).
* 8F0X Shield consumes more power (8F00 = shield consumes 100% of rated power, 8F01 = consumes 111% of rated power, 8F02 = consumes 125% of rated power, 8F03 = consumes 143% of rated power).
* 100X Increase firerate of weapons.
* 900X Decrease firerate of weapons.
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* Reducing: changes by 10% -> x/% 0/100 1/90 2/80 3/70 4/60 5/50 6/40 7/30 8/20 9/10 (A/0?)
* Enhancing: changes by ??? -> x/% 0/100 1/111 2/125 3/143 4/ 5/ 6/ 7/ 8/ 9/ (A/)
Enhancements list
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
it seems that both the longzhu sphere and the domina power enhance the reactor or the drive with a fixed internal value, in fact shpEnanhanceItem is used without a number, like this :
[EDIT] I tried to put some enhancements values on reactors, they do not work, the enhancement shows up on the reactor, but the power output is unchanged.
Code: Select all
(shpEnhanceItem gSource itemToImprove)
- alterecco
- Fleet Officer
- Posts: 1658
- Joined: Wed Jan 14, 2009 3:08 am
- Location: Previously enslaved by the Iocrym
Here is a similar list I use to reference enhancements. Digdug and I were talking about merging them together after doing some final testing to a master list on xelerus;
Code: Select all
--- ENHANCEMENTS
; Y and X are hexadecimal values
;;; --- SHIELD
; --- DAMAGE REFLECT - Damage Bounces off shields
; 0x03YX - Refect damage type Y with X chance
; --- DAMAGE TRANSPARENCY - Damage Passes throught shield
; 0x83YX - Pass throught damage type Y with X chance
;;;; ----- ARMOR
; ---- REGENERATION
; 0200
; ---- DECAY
; 8200
; ---- IMUNITIES
; 0B00 RADIATION
; 0B10 BLINDING
; 0B20 EMP
; 0B30 DEVICE DAMAGE
; 0B40 DISINTEGRATION
; 0C00 BLINDING/EMP/DEVICE DAMAGE
; ---- INTERFERES WITH SHIELDS
; 8C00
; ---- REGENERATES NEAR SUN
; 0D00
; ---- REFUELS REACTOR NEAR SUN
; 0E00
;;;; ---- WEAPON
;---- DAMAGE BONUS - Adds from 10 to 150% damage bonus
; 0x010X
;---- DAMAGE PENALTY - Adds from 10 to 150% damage penalty
; 0x810X
;---- SPEED - Increases shooting speed of weapon up till 30/sec
; 0x100X - X = 2,4,6,8
;---- DECREASE SPEED
; 0x900X - X = 2,4,6,8
;;;; ---- SHIELD/ARMOR
;--- HP BONUS - Adds from 10 to 150% HP bonus of armor/shield
; 0x010X
;--- HP PENALTY
; 0x810X
;---- DAMAGE REDUCTION
; 060X reduce ENERGY damage
; 070X reduce MATTER damage
; 08YX reduce Y and Y+1 type damage
; 09YX reduce Y type damage
; 0AYX reduce type Y damage and Y+2 type damage with 1.5X
; ---- DAMAGE INCREASE
; 860X increase ENERGY damage
; 870X increase MATTER damage
; 88YX increase Y and Y+1 type damage
; 89YX increase Y type damage
; 8AYX increase type Y damage and Y+2 type damage with 1.5X
;;;; ---- SHIELD/WEAPON
;---- EFFICIENCY - Decreases the energy consumption of weapon
; 0x0F0X
;---- DECREASE EFFICIENCY
; 0x8F0X
;;; DAMAGE TYPES
; 0 - Laser
; 1 - Kinetic
; 2 - Particle
; 3 - Blast
; 4 - Ion
; 5 - Thermo
; 6 - Positron
; 7 - Plasma
; 8 - Antimatter
; 9 - Nano
; A - Graviton
; B - Singularity
; C - DarkAcid
; D - DarkSteel
; E - DarkLightning
; F - DarkFire
-- ENERGY DAMAGE (incomplete)
Laser
Particle
-- MATTER DAMAGE (incomplete)
Kinetic
Blast