Function Legend

This page will contain a legend for terms often used when talking about Transcendence functions and their syntax.

List

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Literal

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Atom

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Subordinates

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itemStruct

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A value used internally to represent created items (not item types). It can contain additional information, such as damage, data, enhancements or amount (of items in stack).

SpaceObject

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A space object is a pointer to an in game object. It can be a station or a ship.

Reference

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What changes when an item is set as referenced

Object Criteria

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G        Stargates only
G:xyz;   Stargate with ID 'xyz'
s        Include ships
t        Include stations (including planets)
T        Include structure-scale stations
T:xyz;   Include stations with attribute 'xyz'
A        Active objects only (i.e., objects that can attack)
B:xyz;   Only objects with attribute 'xyz'
D:xyz;   Only objects with data 'xyz'
E        Enemy objects only
F        Friendly objects only
H        Only objects whose base = source
M        Manufactured objects only (i.e., no planets or asteroids)
N        Return only the nearest object to the source
N:nn;    Return only objects within nn light-seconds
O:abc;   Ships whose order is abc [docked, patrol, escort etc...]
P        only objects visible to source
R:nn;    Return only objects greater than nn light-seconds away
V        Include Virtual objects
Z        Exclude player 
+xyz;    Include objects with the given attribute
-xyz;    Exclude objects with the given attribute

TypFind Criteria

a = an adventure UNID
b = item table UNID
c = effect type UNID
d = dock screen UNID
e = space environment UNID
f = energy field UNID
h = ship table UNID
i = item type UNID
m = image UNID
p = power UNID
s = ship class UNID
t = station type UNID
u = sound UNID
v = sovereign UNID
y = system type UNID
V = Only find virtual items
Use +attrib and -attrib to select attributes

Name Flags

These flags are used for controlling the formatting of names of items, ships and stations.Flags can be added together to create a certain formatting, ie. 3 would be pluralized and capitalized.

1 - capitalize
2 - pluralize
4 - prefix with 'the' or 'a'
8 - prefix with count

Damage Types

Damage types are represented as integers or hexadecimal values in script

0  (0x0) - Laser
1  (0x1) - Kinetic
2  (0x2) - Particle
3  (0x3) - Blast
4  (0x4) - Ion
5  (0x5) - Thermo
6  (0x6) - Positron
7  (0x7) - Plasma
8  (0x8) - Antimatter
9  (0x9) - Nano
10 (0xA) - Graviton
11 (0xB) - Singularity
12 (0xC) - DarkAcid
13 (0xD) - DarkSteel
14 (0xE) - DarkLightning
15 (0xF) - DarkFire

Frequency

The game uses frequency values to say how often something appears in the game. The known values are:

* Common: 20
* Uncommon: 10
* Rare: 4
* VeryRare: 1

Level Distribution

A string with series of 5 characters separated by spaces. Each character represents a level. '-' means no chance for an occurance at that level. 'c' means it is common for an occurance at that level. 'u' means it is uncommon for an occurance at that level. 'r' means it is rare for an occurance at that level and 'v' means it is very rare for an occurance at that level.

An example LevelString would be

vrucu rv---

Which translates to

  • Level 1: VeryRare
  • Level 2: Rare
  • Level 3: Uncommon
  • Level 4: Common
  • Level 5: Uncommon
  • Level 6: Rare
  • Level 7: VeryRare

In practice this means more level 4 and 5 items will be generated than level 2, 3 and 6, which in turn will generate more than level 1 and 7.

Enhancements

Enhancements on items are reported as hexadecimal values (sometimes converted to integers) This is a list of known enhancements and their values:

Y and X are hexadecimal values (0-F)

--  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 change

--  ARMOR

    --  REGENERATION
        0x0200

    --  DECAY
        0x8200

    --  IMUNITIES
        0x0B00 - RADIATION
        0x0B10 - BLINDING
        0x0B20 - EMP
        0x0B30 - DEVICE DAMAGE
        0x0B40 - DISINTEGRATION
        0x0C00 - BLINDING/EMP/DEVICE DAMAGE

    --  INTERFERES WITH SHIELDS
        0x8C00

    --  REGENERATES NEAR SUN
        0x0D00

    --  REFUELS REACTOR NEAR SUN
        0x0E00

--  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 can be 2, 4, 6 or 8

    --  DECREASE SPEED
        0x900X - X can be 2, 4, 6 or 8

--  SHIELD/ARMOR

    --  HP BONUS - Adds from 10 to 150% HP bonus of armor/shield
        0x010X

    --  HP PENALTY
        0x810X

    --  DAMAGE REDUCTION
        0x060X - reduce ENERGY damage
        0x070X - reduce MATTER damage
        0x08YX - reduce Y and Y+1 type damage
        0x09YX - reduce Y type damage
        0x0AYX - reduce type Y damage and Y+2 type damage with 1.5X

    --  DAMAGE INCREASE
        0x860X - increase ENERGY damage
        0x870X - increase MATTER damage
        0x88YX - increase Y and Y+1 type damage
        0x89YX - increase Y type damage
        0x8AYX - 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

Categories

When you retrieve the category of an item in script, it is given as an integer. The category can be inferred from this list:

1    (0x0001) - Misc Item
2    (0x0002) - Armor
4    (0x0004) - Weapon
8    (0x0008) - Special Devices (Patch Spider, Jumpdrive, Enhancers)
16   (0x0010) - Missile Launcher
64   (0x0040) - Reactor
128  (0x0080) - Shield
256  (0x0100) - Cargo bay
512  (0x0200) - Fuel
1024 (0x0400) - Ammo
2048 (0x0800) - Drive
4096 (0x1000) - Useable

Item Criteria

When retrieving items based on item criteria, these are the flags used:

*   all categories
a   armor
b   Special Devices (Patch Spider, Jumpdrive, Enhancers)
c   cargo hold
d   device (weapon, shield, drive, etc.)
f   fuel
l   launcher
m   missile/ammo
r   reactor
s   shields
t   miscellaneous
u   useful (armor coating, ROM, etc.)
v   drive
w   weapon (including launchers)
I   is installed
D   is damaged
N   is not damaged
S   is useable
V   is Virtual
U   is not installed
  • ~ Criteria can be negated with ~. Eg. w~l will match weapons that are not launchers.
  • ^ Categories can be forced with ^. Eg. a^u will match armors that are usable
  • < and > Less than and Greater than. There are several ways to use these operators
    • <=$500 Items that cost less than 500 credits
    • >=#25 Items where there are fewer than 25 in the stack. Used when getting items from objects
    • <=6 Items below level 6
  • F: Used to limit the item selection to a certain rarity. Eg. F:cu will only select Common or Uncommon items

Item Modifiers

There are some modifiers which can be used. Modifiers are case sensitive. Modifiers can be added freely in mods.

These modifiers are given in Transcendence.xml

Alien           Item is not found in Human Space
AntiMatter      Item is involved in AntiMatter industry
Auton           Item is an auton
BlackMarketID   This is a black market ID
Bushido         Item is sold by Bushido corp
Food            Item is human food or drink
Fuel            Item is starship fuel
HaloGem         Item is a halo gem
ID              Item is an ID
Illegal         Item is illegal in Human Space
Info            Item consists of digital information
Lux             Item is human luxury good
Makayev         Item is sold by Makayev corp
Meds            Item is human medicine
Military        Item is restricted to military in Human Space
MilitaryID      Item is a military ID
Missile         Item is ammo or missile
Nuclear         Item is involved in nuclear industry
Rasiermesser    Item is sold by Rasiermesser corp
Res             Item is a resource needed for industry
RingerValuable  Item is used by Ringers
Soul            Item contains (possibly dormant) intelligence of HIG III or above
Specialty       Item is not a commodity; for sale only in specific stations
ZeroPoint       Item is used in Zero-point energy industry
Consumable      Item is consumable (missiles/ammo/treasure)
MajorItem       Device/Shield/Weapon
MinorItem       Armor/Enhancements
damageType:Laser
Damage type can be any from the Damage Types list, eg: damageType:DarkAcid

The following modifiers are not given in Transcendence.xml

EI
NAMI
 
functionlegend.txt · Last modified: 2010/06/02 00:32 by alterecco
 
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