Extension Prefixes

Freeform discussion about anything related to modding Transcendence.
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catfighter
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What are all the prefixes for new extension entities? For example:

scTestship=ship class
rsCannonSFX=resource

I especially want to know the extension prefix (that is, how do I put the extension UNID in the <!ENTITY> section).

Code: Select all

<TranscendenceExtension UNID="0xD3100001;" version="1.1">
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pixelfck
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The following is a complete list of all prefixes used in Transcendence and their appropriate unid category:

Code: Select all

<!DOCTYPE TranscendenceExtension
    [
    
    <!ENTITY unidExtension              "0x00000000">
    <!ENTITY unidLibrary                "0x00000001">
    
    <!-- star system descriptions -->
    
    <!ENTITY smSystemMap                "0x00000100">
    <!ENTITY ssStarSystem               "0x00000200">
    
    <!-- sovereigns -->
    
    <!ENTITY svSovereign                "0x00001000">
    <!ENTITY ecEconomy                  "0x00001100">
    
    <!-- station types -->
    
    <!ENTITY stStation                  "0x00002000">
    
    <!-- ship classes -->
    
    <!ENTITY scShip                     "0x00003000">
    <!ENTITY baBase                     "0x00003A00">
    <!ENTITY evBehaviour                "0x00003B00">
    
    <!-- item types -->
    
    <!ENTITY itItem                     "0x00004000">
    
    <!-- special item types (virtuals) -->
    
    <!ENTITY vtVirtual                  "0x00005000">
    
    <!-- missions -->
    
    <!ENTITY msMission                  "0x00006000">
    
    <!-- random tables (items, encounters) -->
    
    <!ENTITY trItemTable                "0x00008000">
    <!ENTITY etEncounterTable           "0x00008100">
    <!ENTITY tbMiscTable                "0x00008200">
    
    <!-- effects, energy fields, space env, etc -->
    
    <!ENTITY adAdventure                "0x00009000">
    <!ENTITY seSpaceEnvironment         "0x00009100">
    <!ENTITY ovOverlay                  "0x00009200">
    <!ENTITY efEffect                   "0x00009300">
    
    <!-- dock screens -->
    
    <!ENTITY dsDockScreen               "0x0000A000">
    
    <!-- powers -->
    
    <!ENTITY pwPower                    "0x0000B000">
    <!ENTITY sfPowerOverlay             "0x0000B100">
    
    <!-- image and sound resources -->
    
    <!ENTITY rsResource                 "0x0000F000">
    <!ENTITY snSound                    "0x0000FA00">
    <!ENTITY muMusic                    "0x0000FB00">
]>
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catfighter
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Thanks! :D

That will be really helpful for making mods. Up until now, I've only been able to make ships, stations, and sovereigns.
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Atarlost
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The prefixes don't actually do anything. They're just a way to make the code a little clearer. It's just a variable naming scheme and you're free to make up your own if you want.
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It is a good idea to use your own prefixes, whatever they are. In one of my mods, I accidentally overwrote one of the Iocrym weapons. That would not have happened if my prefix was not &it.
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catfighter
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Oh. That's nice to know. So something like &aa for items, &bb for ship, and so on?
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Arisaya
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Its best to use a completely different system, such as what I do:

MN_prName
where MN = mod name
pr = prefix
Name = name of the thing

(so for a weapon in TSB, this would be: TSB_itSomeWeapon)

A fairly common one however is to do AuthorName_prName

(Also this thread should be in shipyards, so I'll move it)
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catfighter
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Sorry about the location of the post. Would this code from one of my mods be a good example?
("CAT" as author name and "wn" as weapon)

Code: Select all

<!ENTITY CAT_wnClawCannonI				"0xD310B100">
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Arisaya
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Yes
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catfighter
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Thanks! I'll test it out as soon as I can.
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Day 31: "I have successfully completed my time reversal experiment! Muahahaha!!!"
Day 30: "I might have run into a little problem here."
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