Starward Rogue:XML - Enum Reference
Revision as of 17:06, 21 November 2015 by Dominus Arbitrationis (talk | contribs) (→TargetingLogic)
Contents
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