Difference between revisions of "Starward Rogue:XML - Enum Reference"

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* Dumbfire
 
* Dumbfire
 
** fires in a straight line from the firing ship at the angle the firing ship is currently facing
 
** fires in a straight line from the firing ship at the angle the firing ship is currently facing
 +
 +
==FourDirection==
 +
* North
 +
* East
 +
* South
 +
* West
 +
 +
==RoomType==
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* Starting
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* Item
 +
* Secret
 +
* Shop
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* Miniboss
 +
* Challenge
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* Boss_Rectangle
 +
* Boss_Large
 +
* Standard
 +
* TunnelWide
 +
* TunnelTall
 +
* Quad
 +
* FatVertical
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* FatHorizontal
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* Square
 +
* Boss_Square
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* Boss_RectEdged
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* SquareNE
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* SquareSW
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* StandardEW
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* StandardNS
 +
 +
==EntityModifierProbationType==
 +
 +
* NoMissileUse
 +
* NoEnergyUse
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* NoTakingDamage
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* NoHealingHull
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* NoUsingConsumable
 +
 +
==FamiliarType==
 +
 +
* NormalOrbit
 +
** stays relative to the master ship, never collides with walls, moves around in smooth-ish arcs from random offset to random offset (similar to movement of armadas around planets on the TLF metamap)
 +
* SimpleCircleOrbit
 +
** stays relative to the master ship, never collides with walls, moves around in a smooth-ish circle around the master ship
 +
* NormalShipBehavior
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** basically acts like a normal ship, according to the behavior flag. For example, you could use this with behavior=Wanderer or behavior=CardinalMover
 +
** will spawn on top of the master entity
  
  

Revision as of 18:06, 21 November 2015

DamageType

  • Ballistic
  • Tracking
  • Gravity
  • Deployment
  • Laser
  • Energy
  • Ion
  • Concussive
  • Piercing
  • Poison
  • Fire
  • Acid
  • Lightning
  • Explosive
    • "Explosive" gets the MissileShotDamage modifier and not the NormalShotDamage one, and vice versa for non-Explosive.
    • "Explosive" shots can reveal secret doors on direct collision

FiringTiming

  • AllTheTime
    • always fires if there's any eligible target at all, even if not in range
  • OnlyInRange
    • only fires when there's something in range
  • WhenParentEntityHit
    • only fires when the parent entity is hit by something (which authorizes one salvo)
  • Never
    • never does normal salvo logic; useful with systems with category=DirectUseSystem

TargetingLogic

  • Direct
    • fires at where the target is now
  • Lead
    • fires at where this shot would intercept the target at its present speed and course. If the target is travelling too fast for the shot to intercept at any angle, this just shoots at the target's current location.
  • Dumbfire
    • fires in a straight line from the firing ship at the angle the firing ship is currently facing

FourDirection

  • North
  • East
  • South
  • West

RoomType

  • Starting
  • Item
  • Secret
  • Shop
  • Miniboss
  • Challenge
  • Boss_Rectangle
  • Boss_Large
  • Standard
  • TunnelWide
  • TunnelTall
  • Quad
  • FatVertical
  • FatHorizontal
  • Square
  • Boss_Square
  • Boss_RectEdged
  • SquareNE
  • SquareSW
  • StandardEW
  • StandardNS

EntityModifierProbationType

  • NoMissileUse
  • NoEnergyUse
  • NoTakingDamage
  • NoHealingHull
  • NoUsingConsumable

FamiliarType

  • NormalOrbit
    • stays relative to the master ship, never collides with walls, moves around in smooth-ish arcs from random offset to random offset (similar to movement of armadas around planets on the TLF metamap)
  • SimpleCircleOrbit
    • stays relative to the master ship, never collides with walls, moves around in a smooth-ish circle around the master ship
  • NormalShipBehavior
    • basically acts like a normal ship, according to the behavior flag. For example, you could use this with behavior=Wanderer or behavior=CardinalMover
    • will spawn on top of the master entity



Starward Rogue XML Documentation Main