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modding:xml:shield_devices

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modding:xml:shield_devices [2013/08/23 02:47] rpcmodding:xml:shield_devices [2017/02/02 03:08] – [Standard Stats] 0xabcdef
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 +=====Summary=====
 +^ <Shield | Regenerative defense that protects a ship from damage. One per ship by default. |
 +^ hitPoints= | Max HP of the shield |
 +^ maxHPBonus= | Max percentage bonus hp that this shield can be enhanced to have |
 +^ hpBonus= | Bonus resistance/vulnerability to each damage type in addition to the standard curve |
 +^ damageAdj | List of percentages for damage types the damage dealt is multiplied by. |
 +^ damageAdjLevel= | The level on the damage curve that this shield will inherit its adjustments from. |
 +^ absorbAdj= | List of percentages for each damage type that this shield will absorb the damage from |
 +^ regen= | HP regenerated every 6 seconds |
 +^ regenTime= | Time in 1/60ths of second between regeneration events |
 +^ regenHP= | HP regenerated per regeneration event |
 +^ depletionDelay= | Time in 1/30ths of second after HP reaches 0 during which regeneration is disabled |
 +^ powerUse= | Power consumption in 1/10ths of MW while recharging |
 +^ idlePowerUse= | Power consumption in 1/10ths of MW while //not// recharging |
 +^ /> |
 +//Inherits the attributes and properties common to all devices//
 +
 +TODO: Add properties
 +
 =====Overview===== =====Overview=====
 Shields are installable [[<ItemType>|item types]] that absorb damage. The <Shields> element defines their characteristics. Shields are installable [[<ItemType>|item types]] that absorb damage. The <Shields> element defines their characteristics.
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 The example above sets the shield's damage adjustment to lasers to 90%. This means that for every 10 points of laser damage the shield level drops by only 9 of a points (90% of laser damage is passed to the shield). Note that this property overrides the intrinsic damage adjustment. For example, the above adjustment applied to a level 1 shield would increase the shield's resistance to laser (since it is normally 100). But if applied to a level 5 shield it would //decrease// the shield's resistance, since it normally would be 80. The example above sets the shield's damage adjustment to lasers to 90%. This means that for every 10 points of laser damage the shield level drops by only 9 of a points (90% of laser damage is passed to the shield). Note that this property overrides the intrinsic damage adjustment. For example, the above adjustment applied to a level 1 shield would increase the shield's resistance to laser (since it is normally 100). But if applied to a level 5 shield it would //decrease// the shield's resistance, since it normally would be 80.
 +
 +=====Additional Parameters=====
 +
 +**maxHPBonus** If specified, this is the maximum HP bonus enhancement for the device. For example, a value of 100 means that the weapon cannot be enhanced beyond 100% bonus damage. The default is 150. **[API Version 17]**
 +
 +=====Standard Stats=====
 +^ Level | HP | Regen | Cost | Power |
 +^1 |35 |12 |500 |10 |
 +^2 |45 |16 |1000 |20 |
 +^3 |60 |20 |2000 |50 |
 +^4 |80 |28 |4000 |100 |
 +^5 |100 |36 |8000 |200 |
 +^6 |135 |45 |16000 |300 |
 +^7 |175 |60 |32000 |500 |
 +^8 |225 |80 |65000 |1000 |
 +^9 |300 |100 |130000 |2000 |
 +^10 |380 |130 |250000 |3000 |
 +^11 |500 |170 |500000 |4000 |
 +^12 |650 |220 |-1 |6000 |
 +^13 |850 |290 |-2 |8000 |
 +^14 |1100 |370 |-4 |10000 |
 +^15 |1400 |490 |-8 |12000 |
 +^16 |1850 |630 |-16 |15000 |
 +^17 |2400 |820 |-32 |20000 |
 +^18 |3100 |1100 |-65 |25000 |
 +^19 |4000 |1400 |-130 |30000 |
 +^20 |5250 |1800 |-260 |35000 |
 +^21 |6850 |2350 |-525 |40000 |
 +^22 |9000 |3050 |-1000 |50000 |
 +^23 |12000 |4000 |-2100 |60000 |
 +^24 |15000 |5150 |-4200 |70000 |
 +^25 |20000 |6700 |-8400 |80000 |
 +=====Fields=====
 +  * **adjustedHP**
 +  * **balance**
 +  * **damageAdj**
 +  * **effectiveHP**
 +  * **hp**
 +  * **hpBonus**
 +  * **power**
 +  * **regen**
 +  * **weaponSuppress**
 +
 +=====Properties=====
 +  * **damageAdj**
 +  * **hp**
 +  * **hpBonus**
 +  * **maxHP**
  
 =====Events===== =====Events=====
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 **aCause** is the projectile object. **aCause** is the projectile object.
  
-**aDamageHP** is the amount of damage (in hit points) that reached the armor. It has not been adjusted for damage type.+**aDamageHP** is the amount of damage (in hit points) that reached the shield. It has not been adjusted for damage type.
  
 **aDamageType** is the type of damage. **aDamageType** is the type of damage.
modding/xml/shield_devices.txt · Last modified: 2017/02/05 18:08 by 0xabcdef