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modding:xml:shields

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modding:xml:shields [2017/02/05 18:09]
0xabcdef Move shield_devices to shields
modding:xml:shields [2017/02/05 18:47]
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.
  
 +Note: Placing the characters **<nowiki>***</nowiki>** in place of a number in these attributes indicates that the shield is completely immune to a damage type.
 =====Additional Parameters===== =====Additional Parameters=====
  
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   * **balance**   * **balance**
   * **damageAdj**   * **damageAdj**
-  * **effectiveHP**+  * **effectiveHP** The average adjusted hp of this shield for its level
   * **hp**   * **hp**
   * **hpBonus**   * **hpBonus**
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 =====Properties===== =====Properties=====
-  * **damageAdj** +  * **damageAdj** Returns a struct of damage adjustments, one for each damage type. The fields are the damage types as they are named in XML. 
-  * **hp** +  * **hp** If the item is installed, returns the hp left. Otherwise, returns **maxHP** 
-  * **hpBonus** +  * **hpBonus** Returns a struct containing the individual **hpBonus** for each damage type. The fields are the damage types as they are named in XML. 
-  * **maxHP** +  * **maxHP** Returns the max hp of the shield, including enhancements 
 +//Inherits properties from [[Devices]]//
 =====Events===== =====Events=====
 Shield events can be added to the <Events> element of [[<ItemType>]]. Shield events can be added to the <Events> element of [[<ItemType>]].
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 **gItem** is the shield item. **gItem** is the shield item.
 +
 +=====Summary=====
 +  * **<Shields>** Regenerative defense that protects a ship from damage. One per ship by default.
 +    * **absorbAdj=** List of percentages for each damage type that this shield will absorb the damage from
 +    * **armorShield=**
 +    * **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.
 +    * **depletionDelay=** Time in 1/30ths of second after HP reaches 0 during which regeneration is disabled
 +    * **hitEffect=**
 +    * **hitPoints=** Max HP of the shield
 +    * **idlePowerUse=** Power consumption in 1/10ths of MW while //not// recharging
 +    * **hpBonus=** Bonus resistance/vulnerability to each damage type in addition to the standard curve
 +    * **HPBonusPerCharge=**
 +    * **maxCharges=**
 +    * **powerBonusPerCharge=**
 +    * **powerUse=** Power consumption in 1/10ths of MW while recharging
 +    * **reflect=**
 +    * **regen=** HP regenerated every 180 ticks (6 seconds)
 +    * **regenHP=** HP regenerated per regeneration event
 +    * **regenHPBonusPerCharge=**
 +    * **regenTime=** Time in 1/60ths of second between regeneration events
 +    * **weaponSuppress=**
 +    * **//maxHPBonus=//** Max percentage bonus hp that this shield can be enhanced to have
 +    * **<Events>**
 +      * **<GetMaxHP>**
 +        * **gSource**
 +        * **gItem**
 +        * **aMaxHP**
 +      * **<OnShieldDamage>**
 +        * **aArmorSeg**
 +        * **aCause**
 +        * **aAttacker**
 +        * **aOrderGiver**
 +        * **aHitPos**
 +        * **aHitDir**
 +        * **aDamageHP**
 +        * **aDamageType**
 +        * **aWeaponType**
 +        * **aShieldHP**
 +        * **aShieldDamageHP**
 +        * **aArmorDamageHP**
 +        * **aShieldReflect**
 +        * **aOriginalShieldDamageHP**
 +        * **aOriginalArmorDamageHP**
 +      * **<OnShieldDown>**
 +        * **gSource**
 +        * **gItem**
modding/xml/shields.txt · Last modified: 2017/06/28 06:35 by 0xabcdef