=====Summary===== * SystemType * **backgroundID**= * **noExtraEncounters**= * **noRandomEncounters**= * **spaceEnvironmentTileSize**= * **spaceScale**= * **timeScale**= * 1 SystemType * 0|1+ AntiTrojan * **debugOnly**= [boolean] * **probability**= [whole] * **offset**= [dice_range] * 0|1+ ArcDistribution * **debugOnly**= [boolean] * **probability**= [whole] * **count**= [dice_range] * **radialWidth**= [whole] * **radialEdgeWidth**= [whole] * **scale**= [scale_distance] * 0|1+ AddAttribute * **debugOnly**= [boolean] * **probability**= [whole] * **attributes**= [string] * 0|1+ AddTerritory * **debugOnly**= [boolean] * **probability**= [whole] * **id**= [string] * **minRadius**= [whole] * **maxRadius**= [whole] * **criteria**= [string] * **attributes**= [string] * 0|1+ Code * **debugOnly**= [boolean] * **probability**= [whole] * 0|1+ FillLocations * **debugOnly**= [boolean] * **probability**= [whole] * **percentFull**= [whole] * **count**= [whole] * **percentEnemies**= [whole] * **stationCriteria**= [string] * 0|1+ Group * **debugOnly**= [boolean] * **probability**= [whole] * 0|1+ Label * **debugOnly**= [boolean] * **probability**= [whole] * **attributes**= [string] * 0|1+ LevelTable * **debugOnly**= [boolean] * **probability**= [whole] * All subelements have **levelFrequency** * 0|1+ LocationCriteriaTable * **debugOnly**= [boolean] * **probability**= [whole] * All subelements have **criteria** * 0|1+ Lookup * **table**= [string] * 0|1+ Marker * **debugOnly**= [boolean] * **probability**= [whole] * **objName**= [string] * **showOrbit**= [boolean] * 0|1+ Null * 0|1+ Offset * **debugOnly**= [boolean] * **probability**= [whole] * **count**= [dice_range] * **scale**= [scale_distance] * **radius**= [dice_range] * **angle**= [dice_range] * **x**= [dice_range] * **y**= [dice_range] * 0|1+ Orbitals * **debugOnly**= [boolean] * **probability**= [whole] * **count**= [dice_range] * **distance**= [dice_range] * **bodeDistanceStart**= [dice_range] * **bodeDistanceEnd**= [dice_range] * **angle**= [dice_range] * **eccentricity**= [dice_range] * **rotation**= [dice_range] * **noOverlay**= [boolean] * **exclusionRadius**= [whole] * **scale**= [scale_distance] * 0|1+ Particles * **debugOnly**= [boolean] * **probability**= [whole] * **name**= [string] * **noWake**= [boolean] * **radius**= [whole] * **minRadius**= [whole] * **dampening**= [whole] * **damage**= [string] * **count**= [dice_range] * 0|1 ImageDesc * 0|1+ PlaceRandomStation * **debugOnly**= [boolean] * **probability**= [whole] * **count**= [dice_range] * **stationCriteria**= [string] * **separateEnemies**= [boolean] * 0|1+ Primary * **debugOnly**= [boolean] * **probability**= [whole] * 0|1+ RandomLocation * **debugOnly**= [boolean] * **probability**= [whole] * **locationCriteria**= [string] * **minDist**= [whole] * **maxDist**= [whole] * **percentFull**= [whole] * **count**= [dice_range] * 0|1+ RandomStation * **debugOnly**= [boolean] * **probability**= [whole] * **stationCriteria**= [string] * **locationAttribs**= [string] * **includeAll**= [boolean] * **noSatellites**= [boolean] * **showOrbit**= [boolean] * **imageVariant**= [whole] * **paintLayer**= [paint_layer] * **objName**= [string] * **noMapLabel**= [boolean] * **noConstruction**= [boolean] * **noReinforcements**= [boolean] * 0|1 Data * 0|1 Satellites * 0|1 Ships * 0|1 OnCreate * 0|1+ Ship * **debugOnly**= [boolean] * **probability**= [whole] * **count**= [dice_range] * 0|1+ SpaceEnvironment * **debugOnly**= [boolean] * **probability**= [whole] * **type**= [type_space_environment] * **shape**= [shape_space_environment] * **patches**= [whole] * **patchFrequency**= [whole] * **encountersCount**= [dice_range] * 1 Element from SystemGroup * 0|1+ Stargate * **debugOnly**= [boolean] * **probability**= [whole] * **objName**= [string] * 0|1+ Table * **debugOnly**= [boolean] * **probability**= [whole] * All subelements have **chance** * 0|1+ Variant * **debugOnly**= [boolean] * **probability**= [whole] * **variant**= [string] * 0|1+ Variants * **debugOnly**= [boolean] * **probability**= [whole] * 0|1+ VariantTable * **debugOnly**= [boolean] * **probability**= [whole] =====Overview===== defines a type of star system. The type describes the creation of a star system, including the random placement of planets and stations. In addition, a SystemType may have handle events while the player is in the system. Multiple instances of a star system can be created from a single SystemType. =====Basic Attributes===== **UNID=** The [[UNID]] of the system type. **noExtraEncounters=** Some encounters have a minimum number per game (by using the minAppearing= parameter). In those cases, we sometimes need to create stations in random systems, regardless of the directives. By setting noExtraEncounters="true" you are specifying that this system type should **not** get any of those stations. **[API Version 23+]** **noRandomEncounters=** If set to "true", this indicates that there should be no random patrols in the system. **spaceScale=** This sets the number of kilometers per pixel, or 1/24th the length of a light-second. By default, this is 12500. Setting this to other values will affect the way distances are shown in the game. **timeScale=** This sets the number of game seconds that pass each real-time second. By default, this is 60. Setting this to other values will speed up or slow down the in-game speed. However, certain stats such as weapon fire rates, projectile lifetimes, and ship rotations do not seem to be affected =====Creating a Star System===== To create a star system from a SystemType definition, the engine looks for the element in the SystemType. The SystemGroup element contains a sequence of //directives//, each of which is processed in sequence to create the contents of the system. For example, a directive like creates a station in the system of the given type. For example: In this example we create a single star at the center of the system (coordinates 0,0). Some directives are used to define positions within the system. A positional directive can contain other directives, which then inherit the position defined. For example: This Orbitals directive defines an orbit with a radius of 30 light seconds; a random position on the orbit is chosen. All of the directives inside the Orbitals directive inherit this new position. Of course, an Orbitals directive can contain another Orbitals directive inside it. In that case, the nested Orbitals uses the inherited position as its center point. This can be useful, for example, to create a moon around a planet. For example: The above creates a planet with an orbit of 30 light-seconds around a star. Around the planet, it creates a moon with an orbit of 10-light-seconds. =====Directives===== The following directives are defined: ======== ======== ======== ======== ======== ======== ======== ====