attributes

Freeform discussion about anything related to modding Transcendence.
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Betelgeuse
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Here is a list of attributes for various things to be described later. As with the functions please tell me if I am missing any.

items

name
level
value
mass
frequency
modifiers
showReference
description
numberAppearing
firstPlural
sortName
secondPlural
pluralName
showReference
charges
valueCharges
unknownType
useScreen
data
reverseArticle

shields

hitPoints
absorbAdj
damageAdj
regenTime
regenHP
depletionDelay
powerUse
weaponSuppress
reflect
HPBonusPerCharge
powerBonusPerCharge
maxCharges
armorShield

weapon (type changes things so you will need to reorginize)

type
damage
fireRate
lifetime
powerUse
beamType
primaryColor
secondaryColor
intensity
sound
omnidirectional
configuration
counter
counterActivate
counterUpdate
counterUpdateRate
powerUse
recoil
missileSpeed
fireEffect
vaporTrailLength
vaporTrailWidth
vaporTrailWidthInc
vaporTrailColor
failureChance
minFireArc
maxFireArc
directional
charges
repeating
particleCount
particleSpreadAngle
particleType
launcher
multiTarget
expansionSpeed
hitEffect

armor

hitPoints
damageAdj
repairTech
repairCost
installCost
composition
repairRate
photoRepair
radiationImmune
shieldInterference
blindingDamageAdj
deviceDamageAdj
EMPDamageAdj
photoRecharge
powerUse
completeBonus
disintegrationImmune

will do more tomorrow
Last edited by Betelgeuse on Sat Dec 08, 2007 6:26 am, edited 1 time in total.
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Ttech
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Betelgeuse wrote:Here is a list of attributes for various things to be described later. As with the functions please tell me if I am missing any.

items
nice work
Image
Image
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Betelgeuse
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part two :D
as before if I miss something tell me, also if someone can make a section list I would love it (it would be a different project but still)

Sovereign

name
alignment

ShipClass

manufacturer
class
type
score
techOrder
mass
cargoSpace
thrust
maneuver
maxSpeed
cyberDefenseLevel
leavesWreck
attributes
dockScreen
defaultBackgroundID
timeStopImmune
reactorPower
fuelCapacity
rotationCount
maxArmor
maxDevices
maxCargoSpace
maxWeapons
maxNonWeapons
radioactiveWreck

StationType

name
sovereign
abandonedScreen
dockingPorts
canAttack
multiHull
armorID
maxHitPoints
hitPoints
repairRate
shipRepairRate
ejectaType
attributes
noArticle
shipEncounter
scale
unique
levelFrequency
locationCriteria
fireRateAdj
immutable
defaultBackgroundID
level
noMapLabel
barrier
barrierEffect
dockScreen
alertWhenAttacked
definiteArticle
noBlacklist
alertWhenDestroyed
noFriendlyFire
controllingSovereign
allowEnemyDocking
mobile
maxStructuralHitPoints
mass
destroyWhenEmpty
inactive
gateEffect
beacon
sign
spaceColor

Port

x
y

Lookup

chance
count
table
maxRadius

Image

imageID
imageX
imageY
imageX
imageHeight
imageWidth
bitmap
loadOnUse
imageFrameCount
imageTicksPerFrame
backColor
bitmask
rotationOffset

Missile

ammoID
type
lifetime
damage
missileSpeed
directional
sound
vaporTrailLength
vaporTrailWidth
vaporTrailWidthInc
vaporTrailColor
maneuverability
hitEffect
failsafe
stealth
accelerationFactor
fragmentCount

CargoHoldDevice

cargoSpace

MiscellaneousDevice

powerRating
capacitorPowerUse
powerToActivate
powerUse

Relationship

sovereign
disposition

RandomItem

criteria
levelFrequency
count
levelCurve
chance

Item

count
item
chance

ArmorSection

start
span
armorID
nonCritical
areaSet

ArmorSection (the armor display section)

name
imageID
imageX
imageY
imageWidth
imageHeight
destX
destY
hpX
hpY
nameY
nameBreakWidth
nameDestX
nameDestY
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Periculi
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shields have also armorShield="#" which apparent sets a portion of the shield into the armor as per Hull Ionizer.

Would you include possible shield specific effects there, such as <OnShieldDown> ?
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Betelgeuse
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events belong in a different thread but thanks for the armorShield
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