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modding:function:legend [2013/06/27 16:54] rpcmodding:function:legend [2017/09/19 04:26] rpc
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 +=====TIPS and TRICKS=====
 +
 +On Ministry, you can use Inactive + API Spec to see all the updates that George has done.
 +
  
 =====Function Legend===== =====Function Legend=====
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 ===== Parameter Notes ===== ===== Parameter Notes =====
  
-==== Font Sizes ====+==== Fonts ====
  
-When dealing with fonts in DockScreens there are several sizes that can be used:+When dealing with fonts in DockScreens there are several options. All of them use the Convection Font.
  
 <code> <code>
-Small +NAME FONT SIZE BOLD 
-Text +Small Convection 10 No 
-TextBold +Medium Convection 13 No 
-Medium +MediumBold Convection 13 Yes 
-MediumBold +MediumHeavyBold Convection 14 Yes 
-MediumHeavyBold +Large Convection 16 No 
-Large +LargeBold Convection 16 Yes 
-LargeBold +Header Convection 19 No 
-Header +HeaderBold Convection 19 Yes 
-SubTitle +SubTitle Convection 26 No 
-SubTitleBold +SubTitleBold Convection 26 Yes 
-Title+SubTitleHeavyBold Convection 28 Yes 
 +Title Convection 56 No 
 +LogoTitle Blue Island 60 No 
 +Console Lucida Console 14 No
 </code> </code>
 +===References=== 
 +https://github.com/kronosaur/Transcendence/blob/9bc026da2ce44ef2a2414f0ec65e9d1016136683/Transcendence/Transcendence.h#L50
 ====Object Criteria==== ====Object Criteria====
 +=====Criteria=====
 +
 +These codes are used in various functions that need to check for or list spaceobjects.
 +
 +<code>
 +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 (this returns a list in ascending distance order)
 +N:nn;     Return only objects within nn light-seconds
 +NN:nn;    Return only nearest object if it's within nn light seconds (just combination of two above codes)
 +O:abc;    Ships whose order is abc [docked, patrol, escort etc...]
 +P         only objects visible to source
 +J         only objects from a given sovereign
 +J:&unid;  only objects of that sovereign
 +K         only objects that cannot attack
 +R:nn;     Return only objects greater than nn light-seconds away
 +V         Include Virtual objects
 +Z         Exclude player
 +z         Only include player
 +b         Beam Objects
 +m         Missile Objects
 +X         Objects targeting Source
 +S:d       returns objects sorted by distance (in ascending order)
 +S:D       returns objects sorted by distance (in descending order)
 +I:angle   returns only objects that intersect a line from the source at the given angle
 ++xyz;     Include objects with the given attribute
 +-xyz;     Exclude objects with the given attribute
 ++unid:UNID                   Return ships of type UNID. 
 ++isPlayerClass:true/false    Filter based on presence of PlayerSettings in object's type, ships only.
 ++data:attribute              Checks if (objGetData theObject 'attribute) is non-nil
 +-data:attribute              Checks if (objGetData theObject 'attribute) is nil
 +</code>
 +Note: Virtual stations are not searched by default through t; therefore you should use V as well if searching for a virtual station.
  
 Moved to [[modding:xml:spaceobject#criteria|SpaceObject subsection]]. Moved to [[modding:xml:spaceobject#criteria|SpaceObject subsection]].
  
 ==== TypFind Criteria ==== ==== TypFind Criteria ====
 +=====Criteria=====
 +
 +These are codes used to enumerate types with the [[modding:function:typFind]] function.
 +
 +<code>
 +* = all types
 +$ = currency UNID
 +a = an adventureDesc UNID
 +b = item table UNID
 +c = effect type UNID
 +d = dock screen UNID
 +e = space environment UNID
 +f = overlay UNID (apparently original name was 'energy field')
 +g = globals UNID (currently returns nothing?)
 +h = ship table UNID
 +i = item type UNID
 +m = image UNID
 +n = system node UNID (currently returns nothing?)
 +p = power UNID
 +q = system table UNID 
 +s = ship class UNID
 +t = station type UNID
 +u = sound UNID (currently returns nothing?)
 +v = sovereign UNID
 +w = name generator UNID (currently returns nothing?)
 +y = system type UNID
 +z = system map UNID 
 +_ = template type UNID // We don't support enumerating template types (TSE/CDesignType.cpp)
 +
 +V = Include Virtual types 
 +
 ++isPlayerClass:true/false = filters in/out ship classes with playersettings
 ++unid:[a unid] = returns the requested unid if extant, or nil
 +</code>
 +
 +  * There is currently no way to get a list of only vitual types except filtering one list against the other.
 +  * Use +attrib and -attrib to select attributes
 +  * Type codes are only additive, e.g., "$q" will return both currencies and system tables in one list.
 +  * There appears to be some way to use > >= < <= $ # and a number to do aditional filtering. (I haven't been able to make this do anything obvious -Weaver)
  
 Moved to [[modding:xml:designtype#criteria|DesignType subsection]]. Moved to [[modding:xml:designtype#criteria|DesignType subsection]].
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 0x8F00 -Drain again I'm guessing this would effect powered armor 0x8F00 -Drain again I'm guessing this would effect powered armor
 </code> </code>
 +Enhancements in string form are also supported
 +<code>
 +{number} Interpret as a mod code
 ++armor:{n} Add armor special damage, where n is an item level
 ++hpBonus:{n} Add hp bonus.
 ++immunity:{s} Immunity to special damage s.
 ++reflect:{s} Reflects damage type s.
 ++regen Regenerate
 ++resist:{s}:{n} DamageAdj for type s set to n
 ++resistDamageClass:{s}:{n} DamageAdj for type s (and its next-tier mate) set to n
 ++resistDamageTier:{s}:{n} DamageAdj for type s (and its tier mate) set to n
 ++resistEnergy:{n} DamageAdj for energy damage set to n
 ++resistMatter:{n} DamageAdj for matter damage set to n
 ++shield:{n} Add shield disrupt special damage, where n is an item level
 ++speed:{n} Faster. n is new delay value as a percent of normal
 +</code>
 +
 +
 +More enhancements can be [[https://forums.kronosaur.com/viewtopic.php?f=8&t=7505|found here.]]
 ====Categories==== ====Categories====
  
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 l   launcher l   launcher
 m   missile/ammo m   missile/ammo
 +p   weapon, primary (excluding launchers, same as w~l)
 r   reactor r   reactor
 s   shields s   shields
Line 625: Line 736:
   category              - data field on item for 'weapon' 'shield' etc   category              - data field on item for 'weapon' 'shield' etc
  
-Note: typGetDataField is deprecated. Use typGetData instead. 
-Use typGetData instead. 
 ====Sovereigns==== ====Sovereigns====
  
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 Also, you can use ''allHints'' to enable/disable all hints Also, you can use ''allHints'' to enable/disable all hints
 +
 +==== Shield and Level Adjustment curves ====
 +[[/modding/shield_and_level_damage_adjustment_curves1.01|Shield and Level adjustment curves]]
 +
 +
 ==== Random Notes ==== ==== Random Notes ====
-Dbglog has a limit of 931 characters.+Dbglog has a limit of 931 characters. \\  
 +Not in 1.2, dbglog can print past this limit. \\  
 +sysVectorPolarOffset starts with 0 to the right and rotates counterclockwise \\ 
 +[[http://transcendence.kronosaur.com/wiki/modding/xml/game_seconds|Ticks and real seconds]] \\
modding/function/legend.txt · Last modified: 2017/09/19 04:27 by rpc