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Summary
<ShipClass>
manufacturer= [string]
class= [string]
type= [string]
armorCriteria= [criteria_item]
deviceCriteria= [criteria_item]
level= [whole]
drivePowerUse= [whole]
inertialessDrive= [boolean]
reactorPower= [whole]
fuelCapacity= [whole]
cargoSpace= [whole]
maxCargoSpace= [whole]
maxArmor= [whole]
maxStructuralHitPoints= [whole]
maxDevices= [whole]
maxWeapons= [whole]
maxNonWeapons= [whole]
maxReactorPower= [whole]
cyberDefenseLevel= [whole]
size= [whole]
debugOnly= [boolean]
character= [type_any]
characterClass= [type_any]
dockscreen= [dockscreen_local_or_type]
defaultBackgroundID= [type_
defaultSovereign= [type_sovereign]
score= [whole]
explosionType= [type_weapon]
leavesWreck= [whole_100]
radioactiveWreck= [boolean]
<Names>
noArticle=
definiteArticle=
personalName=
personalName
<Armor>
armorID=
count=
level=
startAt=
<ArmorSection>
start= Degree (clockwise) where the segment starts. 0 means the front of the ship
span= Degrees (clockwise) covered by the segment.
armorID= UNID of armor to use
level= Used for scaling armor
-
“dev0”
“dev1”
“dev2”
“dev3”
“dev4”
“dev5”
“dev6”
“dev7”
“maneuver”
“drive”
“scanners”
“tactical”
“cargo”
areaSet=
<Devices>
<Equipment>
<Install>
equipment=
“SRS”
“LRS”
“SystemMap”
“Autopilot”
“SRSEnhancer”
“targetingComputer”
“GalacticMap”
“FriendlyFireLock”
<Remove>
<Maneuver>
maxRotationRate= (Degrees/tick)
rotationAccel= (Degrees/tick/tick)
rotationStopAccel= (Degrees/tick/tick)
-
<Image>
<Effects>
<Effect>
type=
“rotateLeft”
“rotateRight”
“thrustMain”
rotation=
posAngle=
posRadius= Requires posAngle
posZ= Requires posAngle
x= Applies only if posAngle is not defined
y= Applies only if posAngle is not defined
z= Applies only if posAngle is not defined
bringToFront=
sendToBack=
effect=
-
<PlauerSettings>
<Events>
<FuelLevelImage>
FuelLevelText
FuelLowLevelImage
HeroImage
Image
InitialData
Interior
NozzleImage
NozzlePos
PowerLevelImage
PowerLevelText
ReactorDisplay
ReactorText
ShieldDisplay
Trade
WreckImage
Fields
armorCount=
armorHP
armorItems
balanceType=
“too weak”
“too strong”
“non-combatant”
“minion”
“standard”
“elite”
“boss”
cargoSpace
combatStrength
damage
defenseStrength
deviceSlots
deviceSlotsNonWeapons
deviceSlotsWeapons
deviceItems
dockServicesScreen
dodgeRate
driveImage
drivePowerUse
explosionType
fireAccuracy
fireRangeAdj
fireRateAdj
genericName
hp
hullMass
installDeviceMaxLevel
launcher
launcherUNID
level
maneuver
manufacturer
mass
maxArmorMass
maxCargoSpace
maxRotation
maxSpeed
maxStructuralHP
namme
playerDesc
primaryArmor
primaryArmorUNID
primaryWeapon
primaryWeaponRange
primaryWeaponRangeAdj
primaryWeaponUNID
regen
score
size
shield
shieldsUNID
shipConfigScreen
shipStatusScreen
startingSystem
thrust
thrustToWeight
thrusterPower
treasureValue
wreckChance
Inherits SpaceObject fields
Properties
defaultSovereign
drivePowerUse
hasTradeDesc
maxArmorMass
maxSpeed
maxSpeedAtMaxArmor
maxSpeedAtMinArmor
power
stdArmorMass
thrust
thrustToWeight
wreckStructuralHP
Inherits SpaceObject properties
Overview
<ShipClass> defines the properties and behavior of a type of ship, including player ships.
Basic Attributes
UNID= The UNID of the ship class.
attributes=
score=
mass=
cargoSpace=
Names
{Naming the ship class; naming individual ships with the <Names> element}
Image
Armor
Devices
Drive
{thrust, maneuverability, maxSpeed attributes plus effect of devices. Plus <DriveImages>}
Items
Explosions & Wrecks
{leavesWreck attrib, plus wreck type and explosion attributes}
AI Settings
Events
<CanDockAsPlayer>
[NOTE: This event was implemented in 1.08.]
This event is raised when a player attempts to dock with an object (using the 'D' key). The event may return True to indicate that docking should proceed. Or, to prevent docking, it may return a text string explaining the reason for failure.
gSource is the player ship object that is attempting to dock.
aDockTarget is the object that the ship is attempting to dock with.
<CanInstallItem>
[API Version 18] This event is called when an armor segment is installed on the ship. The event may return True to allow installation or it may return a string explaining why the item cannot be installed. The following arguments are defined:
gSource: The ship object.
gItem: The item being installed.
aArmorSeg: The armor segment being installed. Note that this value is guaranteed to be set if an item is actually being installed, but it may be Nil if the caller is merely interested in the possibility of installation (and not concerned about location).
<GetExplosionType>
<OnAttacked>
<OnAttackedByPlayer>
<OnCreate>
<OnCreateOrders>
<OnDamage>
<OnDestroy>
<OnEnteredGate>
<OnEnteredSystem>
<OnLoad>
<OnObjDestroyed>
<OnObjDocked>
<OnObjEnteredGate>
<OnObjJumped>
<OnObjJumpPosAdj>
<OnObjReconned>
<OnOrderChanged>
<OnOrdersCompleted>
<OnPlayerEnteredSystem>
<OnPlayerLeftSystem>
<OnSystemExplosion>
<OnSystemObjAttacked>
<OnSystemObjDestroyed>
<OnSystemWeaponFire>
<OnTranslateMessage>
Player Ships