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Ftl superluminal
Ftl superluminal









ftl superluminal

  • Slots are numbered progressively in rows, beggining at the top left corner, and ending at bottom right corner.
  • This may be listed more than once for mixed-race ships.

    ftl superluminal

    Slot for medbay defines which slot is blocked - "-2" means no blocked slot. 0 - upper left, 1 - upper right, 2 - lower left, 3 - lower right. Slot for the position of the system operator. Start: Ship starts with this system installed. Power: Initial level of associated system. List of systems that are installed or could be installed in the ship. Img determines the base name of image files associated with the ship Vertical offset, determined from origin of (ship)_base Horizontal offset, determined from origin of (ship)_base

    #Ftl superluminal full

    Value of 10 is equivalent to a full revolution. Direction of gibs should face outwards from center.Ĭreates 'spin' on gib chunks, causing rotation as pieces move away. Helps create image of ship blowing apart, rather than collapsing in on itself. Value of 0 is equivalent to facing north. Game randomly selects a value between minimum / maximum values.ĭirection of gib movement. The chunk of ship the weapon remains attached to when destroyed.Īllows weapon to 'drift' with destroyed wreckage.ĭetermines which way the weapon moves when powered up.Īccepted values are Up, Down, Left, Right, Noĭetermines alignment of (ship)_gib#.png, and movement during ship destructionĭetermines speed of gib movement. Independent of rotate= tag False - Weapon sprite maintains original orientation. Used for player weapons on the top of ships / Enemy weapons on left side. Used on enemy ships to keep weapons facing up. Used on player ships to make weapons face right.įalse - Weapon remains vertically aligned. True - Turns the weapon sprite 90 degrees clockwise. Origin (0,0) is determined by the top-left corner of (ship)_base.png and is not affected by offset valuesĪll default weapon sprites face upwards with mounting points to the left. X,Y Coordinates determine where the weapon appears on the ship. Slides the base image up (negative value) or down (positive value)Ĭan cause stretching if set higher or lower than actual (ship)_base dimensionsĭetermines the placement and movement of ship-mounted weaponry. Slides the base image left (negative value) or right (positive value) Right/Bottom ID links to the room to the right or bottom of the door.ĭetermines the size and X/Y offeset of (ship)_base.png Left/Top ID links to the room to the left or top of the door, However, airlocks will not work that way.įor this reason, it is better to link rooms using the following logic - it guarantees that both rooms and airlocks will work correctly: It's possible to move between two rooms as long as there is a door that links them, no matter which ID is used. Door always snaps to the left or top wall of the tile at which it is located. Value of -1 means the door functions as an airlock, and will drain oxygen from the other room when opened.Ġ = door is horizontal, 1 = door is vertical. The shields displayed for a particular ship.Ī (another_ship) can be included in the ship's blueprint file, to make it use another ship's shield graphic.ĭoes not affect the width of player ships' shield graphic.ĭoes not affect the height of player ships' shield graphic. Otherwise, the cloak image is stretched in-game to match these dimensions. For example, a 200x200 ship graphic should have a 220x220 cloak image. The pale outline when a ship engages its cloaking device.Ī (another_ship) can be included in the ship's blueprint file, to make it use another ship's cloak graphic.Ĭloak images are 10 pixels bigger in every direction than base images. '#' is 1-6 for player ships, 1-4 for enemy ships. The pieces that are displayed when a ship breaks apart. The base image file of the ship, seen when no rooms are displayed. Example, Zoltan A is 'energy_cruiser' Thus 'energy_cruiser_base.png', etc.











    Ftl superluminal