List of Item Display Attributes

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relanat
Militia Captain
Militia Captain
Posts: 941
Joined: Tue Nov 05, 2013 9:56 am

A copy of George's post on the ministry http://ministry.kronosaur.com/record.hexm?id=29454.

This record describes all currently defined display attributes for items. These are the attributes displayed in the stats block for an item in game.

•+n% (armor shields weapon) : The item is enhanced by n percent. For armor and shields, maximum hit points are increased by this percentage. For weapons, damage is increased.
•-n% (armor shields weapon) : The item is weakened by n percent. For armor and shields, maximum hit points are decreased by this percentage. For weapon, damage is reduced.
•+x (armor shields) : An enhancement causes this item to resist x damage. For example, +laser means the item does not take as much damage from lasers.
•-x (armor shields) : An enhancement causes this item to be vulnerable to x damage.
•armor penetrate (weapon) : The weapon does extra damage to armor (but normal damage to shields).
•blind immune (armor) : The armor is immune to SRS blinding damage. Note: Armor of level 6 and above is always immune to blinding and does not show this attribute.
•blinding (weapon) : The weapon blinds the target's short-range scanner (SRS).
•cloud (weapon) : The weapon creates a cloud of energy or sub-munitions which cause damage over an extended area.
•damaged (all items) : The item is damaged.
•decay (armor) : The armor loses hit points over time.
•device damage (weapon) : The weapon has a chance of permanently damaging a device on the target.
•device ionize (weapon) : The weapon has a chance of temporarily ionizing a device on the target.
•device protect (armor) : The armor is immune to device damage and device ionization attacks. Note: Armor of level 11 and above is always immune to device attacks and does not show this attribute.
•disintegration immune (armor) : The armor is immune to disintegration attacks.
•distributing (armor) : Hit points are distributed to other segments of the same type. For example, if a segment takes 12 points of damage, it will regenerate some points while other segments will lose points until all segments have equal hit points (but the total damage is preserved).
•EMP (weapon) : The weapon hits the target with an electromagnetic pulse and disables it for a set period of time.
•EMP immune (armor) : The armor is immune to EMP attacks. Note: Armor of level 9 and above is always immune to EMP and does not show this attribute.
•+energy resist (armor shields) : An enhancement allows the item to resist energy damage (laser, particle, ion, positron, antimatter, graviton, darkAcid, and darkLightning damage types).
•-energy vulnerable (armor shields) An enhancement makes this item take extra damage from energy damage.
•fragmentation (armor) : The weapon explodes into fragments, each of which does damage.
•hemi-directional (weapon) : The weapon automatically aims at a target within at least 150 degrees of arc.
•illegal (all items) : The item is considered contraband in most jurisdictions.
•inertialess (drives) : The drive upgrade allows the ship to ignore inertia. It will accelerate at an infinite rate.
•ionize immune (armor) : The armor is immune to blinding, EMP, and device damage attacks. Note: Armor of level 11 and above is always immune to ion effects and does not show this attribute.
•ionized (device) : The device is temporarily ionized.
•level n (all items) : Tech level of item.
•linked-fire (weapons) : This weapon fires in addition to the currently selected weapon.
•+matter resist (armor shields) : An enhancement allows this item to resist matter damage (kinetic, blast, thermo, plasma, nano, singularity, darkSteel, and darkFire damage).
•-matter vulnerable (armor shields) : An enhancement allows causes this item to be vulnerable to matter damage.
•military (all items) : The item requires a special permit or license.
•no shields (armor) : Shields will not function on this kind of armor.
•omnidirectional (weapon) : The weapon is mounted on a turret that automatically aims at the target.
•passthrough (weapon) : The weapon can passthrough its initial hit and continue to do damage.
•photo-regen (armor) : The armor repairs itself when exposed to solar energy.
•radiation (weapon) : The weapon contaminates the target with radiation.
•radiation immune (armor) : The armor is immune to radiation. Note: Armor of level 7 and above is always immune to radiation and does not show this attribute.
•radiation vulnerable (armor) : The armor can be irradiated. Note: This only applies to armor of level 7 and above, which is normally assumed to be immune to radiation.
•radius (weapon) : The weapon does damage to all targets within a certain radius.
•x reflect (armor shields) : The item reflects x damage type. For example, laser reflect means that the armor reflects laser damage. The chance of reflection is proportional to armor integrity.
•regen (armor) : The armor repairs itself automatically.
•repair level n (armor) : Treat armor as level n for purposes of repair.
•shatter immune (armor) : The armor is immune to shatter effects.
•shield buster (weapon) : The weapon does extra damage to shields.
•shockwave (weapon) : The weapon creates an expanding shockwave of damage.
•solar (armor) : The armor recharges the reactor when exposed to solar energy.
•swivel (weapon) : The weapon can aim at a target within a certain fire arc less than 150 degrees.
•tracking (weapon) : The weapon can track its target.
•WMD n (weapon) : The weapon does mass destruction damage. Most stations and some capital ships are highly resistant to non-WMD attacks.

I put it here before it got lost in the ministry posts.
Stupid code. Do what I want, not what I typed in!
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