VoidExpanse/Content modding: Difference between revisions

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Basically, to add a new ship all that you need is to add one more hull items to "data/items" folder of your mod. And model with textures, of course.
Basically, to add a new ship all that you need is to add one more hull items to "data/items" folder of your mod. And model with textures, of course.


Please read about adding basics of creation of mod and adding new ships on this page - [[VoidExpanse/Adding_Ships|Core Mod / Adding Ships]]
Please read about adding basics of creation of the mods and adding new ships on this page - [[VoidExpanse/Adding_Ships|Core Mod / Adding Ships]]


== Effects and Types ==
== Effects and Types ==

Latest revision as of 12:01, 26 February 2018


This article is a draft and may contain incomplete or even incorrect information. You can help by expanding it.

Content modding

All objects in the game are represented by XML files which define their properties and behavior. These content files are located in "/data/..." folders.

So, if you want to add a new item or a ship - it'll be asset modding.

Let's take a look at a ship hull "shuttle". Hull of this ship is defined in "data/items/hulls/light_frigates/hull_shuttle.xml". This file includes all information needed for the game to make this hull work: weapons slots, model references, textures references, blinks, engine trails, physics, etc.

Basically, to add a new ship all that you need is to add one more hull items to "data/items" folder of your mod. And model with textures, of course.

Please read about adding basics of creation of the mods and adding new ships on this page - Core Mod / Adding Ships

Effects and Types

The global list of effect types that appear in the core.cpk (data/items/**/*.xml), are, in order:

 acceleration_percent
 acceleration_value
 armor_value
 cargo_capacity_value
 collision_damage_self_special
 collision_damage_target_special
 consumables_energy_recharge_percent
 consumables_shield_restore_percent
 consumables_structure_repair_percent
 deceleration_special
 energy_capacity_value
 energy_consumption_engine_value
 energy_consumption_generic_value
 energy_consumption_grappler_value
 energy_consumption_radar_value
 energy_consumption_shield_percent
 energy_consumption_shield_value
 energy_production_generator_value
 fuel_consumption_generator_percent
 fuel_consumption_generator_value
 grappler_force_value
 grappler_pickup_range_value
 grappler_range_value
 hull_regeneration_value
 maneuvering_percent
 maneuvering_value
 mining_amount_percent
 mining_range_percent
 mining_speed_percent
 radar_range_percent
 radar_range_value
 radar_targeting_defense_percent
 radar_targeting_range_percent
 radar_targeting_range_value
 radar_targeting_speed_percent
 radar_targeting_speed_value
 shield_charge_value
 shield_deflection_percent
 shield_deflection_value
 shield_reestablishment_value
 shield_regeneration_delay_value
 shield_regeneration_percent
 shield_regeneration_value
 speed_cruising_special
 speed_max_percent
 speed_max_value
 speed_strafe_special
 structure_value
 warp_distance_percent
 warp_recharge_percent
 warp_recharge_value  

There are various type values given to items used in the game, as seen in the core.cpk file. Those types are as follows:

 1 - Ships
 These appear to ships of any kind. Despite the ship declaration files being separated into multiple directories, 
 light_cruisers, heavy_cruisers, light_frigates, heavy_frigates and other, they all appear to use a type of 1
 2 - Engines
 All the various engines found in the game appear to have a type of 2
 3 - RCS
 All the various thrusters found in the game appear to have a type of 3
 5 - Generators
 All the various electrical generators found in the game appear to have a type of 5
 6 - Shields
 All the shields, and presumably armor, found in the game appear to have a type of 6
 7 - Radars
 All the radars found in the game appear to have a type of 7
 8 - Grappler
 All the grapplers found in the game appear to have a type of 8
 10 - Boosters
 All the boosters found in the game appear to have a type of 10

The effects used in the items of the game, sorted by the types in which they are found, sorted, are as follows:

1:light_cruisers

 'armor_value',
 'cargo_capacity_value',
 'maneuvering_percent',
 'radar_targeting_defense_percent',
 'structure_value' 


1:heavy_cruisers

 'acceleration_percent',
 'armor_value',
 'cargo_capacity_value',
 'collision_damage_self_special',
 'collision_damage_target_special',
 'maneuvering_percent',
 'radar_targeting_defense_percent',
 'speed_max_percent',
 'structure_value' 


1:heavy_frigates

 'armor_value',
 'cargo_capacity_value',
 'maneuvering_percent',
 'radar_targeting_defense_percent',
 'radar_targeting_range_percent',
 'radar_targeting_speed_percent',
 'shield_deflection_percent',
 'speed_max_percent',
 'structure_value',
 'warp_recharge_percent' 


1:light_frigates

 'armor_value',
 'cargo_capacity_value',
 'maneuvering_percent',
 'radar_targeting_defense_percent',
 'speed_max_percent',
 'structure_value',
 'warp_recharge_percent' 


1:other

 'acceleration_percent',
 'armor_value',
 'cargo_capacity_value',
 'collision_damage_self_special',
 'collision_damage_target_special',
 'maneuvering_percent',
 'structure_value' 


2:engines

 'acceleration_value',
 'deceleration_special',
 'energy_consumption_engine_value',
 'maneuvering_value',
 'speed_cruising_special',
 'speed_max_value',
 'speed_strafe_special',
 'warp_recharge_value' 


3:rcs

 'acceleration_value',
 'energy_consumption_engine_value',
 'maneuvering_value' 


5:generators

 'energy_capacity_value',
 'energy_production_generator_value',
 'fuel_consumption_generator_value' 


6:shields

 'armor_value',
 'energy_consumption_generic_value',
 'energy_consumption_shield_value',
 'shield_charge_value',
 'shield_deflection_value',
 'shield_reestablishment_value',
 'shield_regeneration_delay_value',
 'shield_regeneration_value' 


7:radars

 'energy_consumption_radar_value',
 'radar_range_value',
 'radar_targeting_range_value',
 'radar_targeting_speed_value' 


8:grappler

 'energy_consumption_grappler_value',
 'grappler_force_value',
 'grappler_pickup_range_value',
 'grappler_range_value' 


10:boosters

 'acceleration_percent',
 'cargo_capacity_value',
 'consumables_energy_recharge_percent',
 'consumables_shield_restore_percent',
 'consumables_structure_repair_percent',
 'energy_capacity_value',
 'energy_consumption_generic_value',
 'energy_consumption_shield_percent',
 'fuel_consumption_generator_percent',
 'hull_regeneration_value',
 'maneuvering_percent',
 'mining_amount_percent',
 'mining_range_percent',
 'mining_speed_percent',
 'radar_range_percent',
 'radar_targeting_range_percent',
 'radar_targeting_speed_percent',
 'shield_charge_value',
 'shield_regeneration_percent',
 'speed_max_percent',
 'structure_value',
 'warp_distance_percent',
 'warp_recharge_percent' 


VoidExpanse Modding (Edit template)

Using mods: Installing and using mods

Overview articles: Modding (main article), Package files structure

Topic specific articles: Assets modding, Content Modding, Scripting overview, Scripting API, Scripting Events system, Localization

Detailed scripting articles: Internal scripts, Global scripts, object scripts, Device scripts, Consumable scripting

Tools: VE Physics Adjuster, VE Mod Uploader (Steam), AT Localization Utility