Starward Rogue:XML - Enum Reference

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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

EntityModifierType

These require attributes "math" and "magnitude" (see below for those)

  • MaxHealth
  • MaxShields
  • Range
    • Range that shots will live, specifically. Doesn't do much for BulletPattern stuff.
  • ReloadTime
  • MovementSpeed
  • ShotSize
    • Applies to the size of shots generated by this entity, not to the entity itself.
  • MySize
    • Applies to the entity itself. So if you want a system that causes its shots to be huge you can give it:
      • <modifier target="MyShots" type="MySize" math="Multiply" magnitude="4" />
  • NormalShotDamage
    • Applies to the damage of shots generated by this entity, not to the entity itself.
    • doesn't apply to melee damage, or the player's missiles
  • MissileShotDamage
    • Applies to the damage of shots generated by this entity, not to the entity itself.
  • AreaOfEffect_Self
    • only makes sense on shots, forces the shot to be aoe
  • MeleeDamage
    • Applies to the damage of shots generated by this entity, not to the entity itself.
    • this is the implicit "on-touch" damage that happens when the player's hitbox overlaps an enemy hitbox
  • IncomingDamage
    • accepts (but does not require) the damage_type attribute
      • if specified, only applies to damage from that source
      • if not specified, applies to all damage
  • Acceleration
  • Deceleration
    • this refers to how quickly an entity slows down from its current speed to zero.
    • If you want to adjust how fast an entity moves, you want MovementSpeed instead.
  • InventoryChangePerSecond
    • also requires "related_item" attribute, see below
    • only does anything when it applies to the player's entity
  • DamagePerSecond
    • does damage to the thing with the modifier every sim-step
    • uses damage_type
  • DamagePerSecond_IfMoving
    • similar to DamagePerSecond, but only has an impact if the ship is moving under power (not decelerating or being knocked back or whatever)
  • MyOwnDamage
    • unlike NormalShotDamage, which only impacts shots generated by the entity with that modifier, this one is for the shots themselves, and modifies the damage it does on impact
  • SystemAutoFireDuringAfterburner
    • during afterburner, if this system is on the player ship and would not normally be fired (its key isn't being held or whatever), it fires anyway and the shots are aimed directly behind the ship
  • RevealsWholeMap
    • when the player has this modifier, the whole map for the current floor is revealed; if the player still has this modifier after a floor transition it reveals that new floor as well
  • RevealsShopsItemRoomsAndBossRoom
    • similar to RevealsWholeMap, but just for shop, item, and boss rooms
  • SystemCannotBeDropped
    • if the player has this on their ammo system, they cannot pick up any item that would cause their ammo system to be destroyed or swapped out
      • same deal with consumable system
      • similar with main gun system (no pickups destroy it, but some can swap it out)
  • CannotPickUpItems
    • if the player has this, they cannot pick up any items



Starward Rogue XML Documentation Main