Argument List:
ship: The ship that is using the energy field.
number: The UNID of the energy field.
number: How long in ticks the energy field will last.
Returns:
condition: True is successful.
Category:
ship
Description:
Puts the given energy field on the given ship for the given amount of time.
Argument List:
ship: The ship that you want to see if it can equip the device.
itemStruct: The device you want to see if it can be equipped.
Returns:
number: 0 if it can be installed, 2 the ship can not support any more devices, 4 can install will also remove shield, 5 can install will also remove drive, 6 can install will also remove missile launcher, 7 can not reactor not powerful enough, 8 can not install already have a cargo hold, 9 can install will also remove reactor, 10 can not install cargo expansion to large for the ship, 11 can not install creator too powerful, 12 can not install too many weapons, 13 can not install too many non weapons.
Category:
ship
Description:
Checks to see if the ship can install that device.
Example:
Comment:
Returns a number instead of a condition to allow for reasons why it can not install the device.
Syntax:
(shpDamageArmor ship number number number)
Argument List:
ship: The ship that you want to damage an armor segment on.
number: Where on the ship the armor segment is.
number: The damage type.
number: The amount of damage.
Returns:
condition: True is successful.
Category:
ship, armor
Description:
Damages the armor with the given damage and damage type.
Argument List:
ship: The ship that you want to enhance an item in.
itemListCursor: Where on the ship the item is.
number: The enhance code.
Returns:
condition: True is successful.
Category:
ship, item
Description:
Enhances the pointed at item.
Example:
Comment:
* 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).
* 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/)
Argument List:
ship: The ship that you want to get what the max hp of the segment of armor is.
number: Where on the ship the armor you want to get the max hp of.
Returns:
number: The max hp of the specified armor.
Category:
ship, armor
Description:
Returns how many hp the given armor of the ship has.
Example:
Comment:
Useful for repairing armor or doing damage proportional to the max hp of the armor.