id SWOO templatename .* serverpath ..\..\..\..\..\..\src\engine\server\library\serverGame\src\shared\objectTemplate compilerpath ..\..\..\..\..\..\src\engine\shared\library\sharedTemplate\src\shared\template version 0 enum Attributes { AT_health AT_strength AT_constitution AT_action AT_quickness AT_stamina AT_mind AT_focus AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } enum CraftingType { CT_weapon CT_armor CT_food CT_clothing CT_vehicle CT_droid CT_chemical CT_plantBreeding CT_animalBreeding CT_furniture CT_installation CT_lightsaber CT_genericItem } enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_farmer XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_tailoring XP_vehicularControl XP_vehicularWearAndTear XP_cooking XP_weaponCrafting XP_armorCrafting XP_vehicleCrafting XP_facilityCrafting XP_droidCrafting } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templatetangible_object_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed float scale //modification to object's size bool decay //does this object decay float maxDecayPoints //how decayed this object can become (?) float currentDecayPoints //how decayed this object is float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object version 1 enum Attributes { AT_health AT_strength AT_constitution AT_action AT_quickness AT_stamina AT_mind AT_focus AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } enum CraftingType { CT_weapon CT_armor CT_food CT_clothing CT_vehicle CT_droid CT_chemical CT_plantBreeding CT_animalBreeding CT_furniture CT_installation CT_lightsaber } enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_farmer XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_tailoring XP_vehicularControl XP_vehicularWearAndTear XP_cooking XP_weaponCrafting XP_armorCrafting XP_vehicleCrafting XP_facilityCrafting XP_droidCrafting } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templatetangible_object_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed bool decay //does this object decay float maxDecayPoints //how decayed this object can become (?) float currentDecayPoints //how decayed this object is float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object version 2 enum Attributes { AT_health AT_strength AT_constitution AT_action AT_quickness AT_stamina AT_mind AT_focus AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } enum CraftingType { CT_weapon CT_armor CT_food CT_clothing CT_vehicle CT_droid CT_chemical CT_plantBreeding CT_animalBreeding CT_furniture CT_installation CT_lightsaber } enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_farmer XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_tailoring XP_vehicularControl XP_vehicularWearAndTear XP_cooking XP_weaponCrafting XP_armorCrafting XP_vehicleCrafting XP_facilityCrafting XP_droidCrafting } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templatetangible_object_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed bool decay //does this object decay float maxDecayPoints //how decayed this object can become (?) float currentDecayPoints //how decayed this object is float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object bool persistByDefault //flag to automatically persist this object on creation version 3 enum Attributes { AT_health AT_strength AT_constitution AT_action AT_quickness AT_stamina AT_mind AT_focus AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } // crafting types also defined in base_class.java enum CraftingType { CT_weapon = 0x00000001 CT_armor = 0x00000002 CT_food = 0x00000004 CT_clothing = 0x00000008 CT_vehicle = 0x00000010 CT_droid = 0x00000020 CT_chemical = 0x00000040 CT_plantBreeding = 0x00000080 CT_animalBreeding = 0x00000100 CT_furniture = 0x00000200 CT_installation = 0x00000400 CT_lightsaber = 0x00000800 CT_genericItem = 0x00001000 } enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_farmer XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_tailoring XP_vehicularControl XP_vehicularWearAndTear XP_cooking XP_weaponCrafting XP_armorCrafting XP_vehicleCrafting XP_facilityCrafting XP_droidCrafting } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templatetangible_object_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed bool decay //does this object decay float maxDecayPoints //how decayed this object can become (?) float currentDecayPoints //how decayed this object is float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object bool persistByDefault //flag to automatically persist this object on creation version 4 enum Attributes { AT_health AT_strength AT_constitution AT_action AT_quickness AT_stamina AT_mind AT_focus AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } // crafting types also defined in base_class.java enum CraftingType { CT_weapon = 0x00000001 CT_armor = 0x00000002 CT_food = 0x00000004 CT_clothing = 0x00000008 CT_vehicle = 0x00000010 CT_droid = 0x00000020 CT_chemical = 0x00000040 CT_plantBreeding = 0x00000080 CT_animalBreeding = 0x00000100 CT_furniture = 0x00000200 CT_installation = 0x00000400 CT_lightsaber = 0x00000800 CT_genericItem = 0x00001000 } enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_farmer XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_tailoring XP_vehicularControl XP_vehicularWearAndTear XP_cooking XP_weaponCrafting XP_armorCrafting XP_vehicleCrafting XP_facilityCrafting XP_droidCrafting } enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum DamageType { DT_kinetic DT_energy DT_blast DT_stun DT_restraint DT_elemental for weapon-type attacks, i.e. heat from flamethrower DT_environmental for constant weather attacks, i.e. cold on Hoth DT_ammo the ammo for the weapon determines the damage } enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_electrical } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templatetangible_object_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed bool decay //does this object decay float maxDecayPoints //how decayed this object can become (?) float currentDecayPoints //how decayed this object is float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object bool persistByDefault //flag to automatically persist this object on creation version 5 enum Attributes { AT_health AT_strength AT_constitution AT_action AT_quickness AT_stamina AT_mind AT_focus AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } // crafting types also defined in base_class.java enum CraftingType { CT_weapon = 0x00000001 CT_armor = 0x00000002 CT_food = 0x00000004 CT_clothing = 0x00000008 CT_vehicle = 0x00000010 CT_droid = 0x00000020 CT_chemical = 0x00000040 CT_plantBreeding = 0x00000080 CT_animalBreeding = 0x00000100 CT_furniture = 0x00000200 CT_installation = 0x00000400 CT_lightsaber = 0x00000800 CT_genericItem = 0x00001000 } enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_vehicularControl XP_vehicularWearAndTear XP_resourceHarvestingOrganic XP_resourceHarvestingInorganic XP_crafting XP_craftingClothing XP_craftingClothingArmor XP_craftingDroid XP_craftingFood XP_craftingMedicine XP_craftingStructure XP_craftingWeapons XP_craftingWeaponsMelee XP_craftingWeaponsRanged XP_craftingWeaponsMunition XP_industrialist } enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum DamageType { DT_kinetic DT_energy DT_blast DT_stun DT_restraint DT_elemental for weapon-type attacks, i.e. heat from flamethrower DT_environmental for constant weather attacks, i.e. cold on Hoth DT_ammo the ammo for the weapon determines the damage } enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_electrical } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templateobject_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed float decay //the object's decay rate (0 = doesn't decay) float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object bool persistByDefault //flag to automatically persist this object on creation version 6 enum Attributes { AT_health AT_strength AT_constitution AT_action AT_quickness AT_stamina AT_mind AT_focus AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } // crafting types also defined in base_class.java enum CraftingType { CT_weapon = 0x00000001 CT_armor = 0x00000002 CT_food = 0x00000004 CT_clothing = 0x00000008 CT_vehicle = 0x00000010 CT_droid = 0x00000020 CT_chemical = 0x00000040 CT_plantBreeding = 0x00000080 CT_animalBreeding = 0x00000100 CT_furniture = 0x00000200 CT_installation = 0x00000400 CT_lightsaber = 0x00000800 CT_genericItem = 0x00001000 } enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_vehicularControl XP_vehicularWearAndTear XP_resourceHarvestingOrganic XP_resourceHarvestingInorganic XP_crafting XP_craftingClothing XP_craftingClothingArmor XP_craftingDroid XP_craftingFood XP_craftingMedicine XP_craftingStructure XP_craftingWeapons XP_craftingWeaponsMelee XP_craftingWeaponsRanged XP_craftingWeaponsMunition XP_industrialist } enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum DamageType { DT_kinetic DT_energy DT_blast DT_stun DT_restraint DT_elemental for weapon-type attacks, i.e. heat from flamethrower DT_environmental for constant weather attacks, i.e. cold on Hoth DT_ammo the ammo for the weapon determines the damage } enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_electrical } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templateobject_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object bool persistByDefault //flag to automatically persist this object on creation version 7 enum Attributes { AT_health AT_strength AT_constitution AT_action AT_quickness AT_stamina AT_mind AT_focus AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } // crafting types also defined in base_class.java enum CraftingType { CT_weapon = 0x00000001 CT_armor = 0x00000002 CT_food = 0x00000004 CT_clothing = 0x00000008 CT_vehicle = 0x00000010 CT_droid = 0x00000020 CT_chemical = 0x00000040 CT_plantBreeding = 0x00000080 CT_animalBreeding = 0x00000100 CT_furniture = 0x00000200 CT_installation = 0x00000400 CT_lightsaber = 0x00000800 CT_genericItem = 0x00001000 } enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_vehicularControl XP_vehicularWearAndTear XP_resourceHarvestingOrganic XP_resourceHarvestingInorganic XP_crafting XP_craftingClothing XP_craftingClothingArmor XP_craftingDroid XP_craftingFood XP_craftingMedicine XP_craftingStructure XP_craftingWeapons XP_craftingWeaponsMelee XP_craftingWeaponsRanged XP_craftingWeaponsMunition XP_industrialist XP_craftingScout } // ArmorRating, DamageType, and ElementalDamageType are also defined in the shared draft_schematic_object.tdf enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } // ArmorRating, DamageType, and ElementalDamageType are also defined in the shared draft_schematic_object.tdf enum DamageType { DT_kinetic DT_energy DT_blast DT_stun DT_restraint DT_elemental for weapon-type attacks, i.e. heat from flamethrower DT_environmental for constant weather attacks, i.e. cold on Hoth DT_ammo the ammo for the weapon determines the damage } // ArmorRating, DamageType, and ElementalDamageType are also defined in the shared draft_schematic_object.tdf enum ElementalDamageType { EDT_heat EDT_cold EDT_acid EDT_electrical } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templateobject_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object bool persistByDefault //flag to automatically persist this object on creation bool persistContents //flag that this container persists its contents version 8 enum Attributes { AT_health AT_strength AT_constitution AT_action AT_quickness AT_stamina AT_mind AT_focus AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } // crafting types also defined in base_class.java enum CraftingType { CT_weapon = 0x00000001 CT_armor = 0x00000002 CT_food = 0x00000004 CT_clothing = 0x00000008 CT_vehicle = 0x00000010 CT_droid = 0x00000020 CT_chemical = 0x00000040 CT_plantBreeding = 0x00000080 CT_animalBreeding = 0x00000100 CT_furniture = 0x00000200 CT_installation = 0x00000400 CT_lightsaber = 0x00000800 CT_genericItem = 0x00001000 CT_genetics = 0x00002000 CT_mandalorianTailor = 0x00004000 CT_mandalorianArmorsmith = 0x00008000 CT_mandalorianDroidEngineer = 0x00010000 CT_space = 0x00020000 CT_reverseEngineering = 0x00040000 CT_misc = 0x00080000 CT_spaceComponent = 0x00100000 CT_mission = 0x80000000 // the following items are combos to allow a draft schematic template to use them CT_weaponMission = 0x80000001 CT_armorMission = 0x80000002 CT_foodMission = 0x80000004 CT_clothingMission = 0x80000008 CT_vehicleMission = 0x80000010 CT_droidMission = 0x80000020 CT_chemicalMission = 0x80000040 CT_plantBreedingMission = 0x80000080 CT_animalBreedingMission = 0x80000100 CT_furnitureMission = 0x80000200 CT_installationMission = 0x80000400 CT_lightsaberMission = 0x80000800 CT_genericItemMission = 0x80001000 CT_geneticsMission = 0x80002000 CT_mandalorianTailorMission = 0x80004000 CT_mandalorianArmorsmithMission = 0x80008000 CT_mandalorianDroidEngineerMission = 0x80010000 CT_spaceMission = 0x80020000 CT_reverseEngineeringMission = 0x80040000 CT_miscMission = 0x80080000 CT_spaceComponentMission = 0x80100000 } // NOTE: when you update this list, make sure to update the registerMe() function in ServerObjectTemplate.cpp enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_vehicularControl XP_vehicularWearAndTear XP_resourceHarvestingOrganic XP_resourceHarvestingInorganic XP_crafting XP_craftingClothing XP_craftingClothingArmor XP_craftingDroid XP_craftingFood XP_craftingMedicine XP_craftingStructure XP_craftingWeapons XP_craftingWeaponsMelee XP_craftingWeaponsRanged XP_craftingWeaponsMunition XP_industrialist XP_craftingScout XP_craftingCreature XP_craftingTissue XP_craftingCamp XP_craftingTrapping XP_craftingSpice XP_jediGeneral XP_shipwright XP_reverseEngineering } // this enum is also defined in the shared draft_schematic_object_template.tdf file enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum ArmorLevel { AL_basic AL_standard AL_advanced } enum ArmorCategory { AC_reconnaissance AC_battle AC_assault AC_psg // personal shield generator } // this enum is also defined in the shared draft_schematic_object_template.tdf file enum DamageType { DT_kinetic = 0x00000001 DT_energy = 0x00000002 DT_blast = 0x00000004 DT_stun = 0x00000008 DT_restraint = 0x00000010 DT_elemental_heat = 0x00000020 DT_elemental_cold = 0x00000040 DT_elemental_acid = 0x00000080 DT_elemental_electrical = 0x00000100 DT_environmental_heat = 0x00000200 DT_environmental_cold = 0x00000400 DT_environmental_acid = 0x00000800 DT_environmental_electrical = 0x00001000 } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templateobject_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object bool persistByDefault //flag to automatically persist this object on creation bool persistContents //flag that this container persists its contents version 9 enum Attributes { AT_health AT_constitution AT_action AT_stamina AT_mind AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } // crafting types also defined in base_class.java enum CraftingType { CT_weapon = 0x00000001 CT_armor = 0x00000002 CT_food = 0x00000004 CT_clothing = 0x00000008 CT_vehicle = 0x00000010 CT_droid = 0x00000020 CT_chemical = 0x00000040 CT_plantBreeding = 0x00000080 CT_animalBreeding = 0x00000100 CT_furniture = 0x00000200 CT_installation = 0x00000400 CT_lightsaber = 0x00000800 CT_genericItem = 0x00001000 CT_genetics = 0x00002000 CT_mandalorianTailor = 0x00004000 CT_mandalorianArmorsmith = 0x00008000 CT_mandalorianDroidEngineer = 0x00010000 CT_space = 0x00020000 CT_reverseEngineering = 0x00040000 CT_misc = 0x00080000 CT_spaceComponent = 0x00100000 CT_mission = 0x80000000 // the following items are combos to allow a draft schematic template to use them CT_weaponMission = 0x80000001 CT_armorMission = 0x80000002 CT_foodMission = 0x80000004 CT_clothingMission = 0x80000008 CT_vehicleMission = 0x80000010 CT_droidMission = 0x80000020 CT_chemicalMission = 0x80000040 CT_plantBreedingMission = 0x80000080 CT_animalBreedingMission = 0x80000100 CT_furnitureMission = 0x80000200 CT_installationMission = 0x80000400 CT_lightsaberMission = 0x80000800 CT_genericItemMission = 0x80001000 CT_geneticsMission = 0x80002000 CT_mandalorianTailorMission = 0x80004000 CT_mandalorianArmorsmithMission = 0x80008000 CT_mandalorianDroidEngineerMission = 0x80010000 CT_spaceMission = 0x80020000 CT_reverseEngineeringMission = 0x80040000 CT_miscMission = 0x80080000 CT_spaceComponentMission = 0x80100000 } // NOTE: when you update this list, make sure to update the registerMe() function in ServerObjectTemplate.cpp enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_vehicularControl XP_vehicularWearAndTear XP_resourceHarvestingOrganic XP_resourceHarvestingInorganic XP_crafting XP_craftingClothing XP_craftingClothingArmor XP_craftingDroid XP_craftingFood XP_craftingMedicine XP_craftingStructure XP_craftingWeapons XP_craftingWeaponsMelee XP_craftingWeaponsRanged XP_craftingWeaponsMunition XP_industrialist XP_craftingScout XP_craftingCreature XP_craftingTissue XP_craftingCamp XP_craftingTrapping XP_craftingSpice XP_jediGeneral XP_shipwright XP_reverseEngineering } // this enum is also defined in the shared draft_schematic_object_template.tdf file enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum ArmorLevel { AL_basic AL_standard AL_advanced } enum ArmorCategory { AC_reconnaissance AC_battle AC_assault AC_psg // personal shield generator } // this enum is also defined in the shared draft_schematic_object_template.tdf file enum DamageType { DT_kinetic = 0x00000001 DT_energy = 0x00000002 DT_blast = 0x00000004 DT_stun = 0x00000008 DT_restraint = 0x00000010 DT_elemental_heat = 0x00000020 DT_elemental_cold = 0x00000040 DT_elemental_acid = 0x00000080 DT_elemental_electrical = 0x00000100 DT_environmental_heat = 0x00000200 DT_environmental_cold = 0x00000400 DT_environmental_acid = 0x00000800 DT_environmental_electrical = 0x00001000 } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templateobject_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object bool persistByDefault //flag to automatically persist this object on creation bool persistContents //flag that this container persists its contents version 10 enum Attributes { AT_health AT_constitution AT_action AT_stamina AT_mind AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } // crafting types also defined in base_class.java enum CraftingType { CT_weapon = 0x00000001 CT_armor = 0x00000002 CT_food = 0x00000004 CT_clothing = 0x00000008 CT_vehicle = 0x00000010 CT_droid = 0x00000020 CT_chemical = 0x00000040 CT_plantBreeding = 0x00000080 CT_animalBreeding = 0x00000100 CT_furniture = 0x00000200 CT_installation = 0x00000400 CT_lightsaber = 0x00000800 CT_genericItem = 0x00001000 CT_genetics = 0x00002000 CT_mandalorianTailor = 0x00004000 CT_mandalorianArmorsmith = 0x00008000 CT_mandalorianDroidEngineer = 0x00010000 CT_space = 0x00020000 CT_reverseEngineering = 0x00040000 CT_misc = 0x00080000 CT_spaceComponent = 0x00100000 CT_mission = 0x80000000 // the following items are combos to allow a draft schematic template to use them CT_weaponMission = 0x80000001 CT_armorMission = 0x80000002 CT_foodMission = 0x80000004 CT_clothingMission = 0x80000008 CT_vehicleMission = 0x80000010 CT_droidMission = 0x80000020 CT_chemicalMission = 0x80000040 CT_plantBreedingMission = 0x80000080 CT_animalBreedingMission = 0x80000100 CT_furnitureMission = 0x80000200 CT_installationMission = 0x80000400 CT_lightsaberMission = 0x80000800 CT_genericItemMission = 0x80001000 CT_geneticsMission = 0x80002000 CT_mandalorianTailorMission = 0x80004000 CT_mandalorianArmorsmithMission = 0x80008000 CT_mandalorianDroidEngineerMission = 0x80010000 CT_spaceMission = 0x80020000 CT_reverseEngineeringMission = 0x80040000 CT_miscMission = 0x80080000 CT_spaceComponentMission = 0x80100000 } // NOTE: when you update this list, make sure to update the registerMe() function in ServerObjectTemplate.cpp enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_vehicularControl XP_vehicularWearAndTear XP_resourceHarvestingOrganic XP_resourceHarvestingInorganic XP_crafting XP_craftingClothing XP_craftingClothingArmor XP_craftingDroid XP_craftingFood XP_craftingMedicine XP_craftingStructure XP_craftingWeapons XP_craftingWeaponsMelee XP_craftingWeaponsRanged XP_craftingWeaponsMunition XP_industrialist XP_craftingScout XP_craftingCreature XP_craftingTissue XP_craftingCamp XP_craftingTrapping XP_craftingSpice XP_jediGeneral XP_shipwright XP_reverseEngineering } // this enum is also defined in the shared draft_schematic_object_template.tdf file enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum ArmorLevel { AL_basic AL_standard AL_advanced } enum ArmorCategory { AC_reconnaissance AC_battle AC_assault AC_psg // personal shield generator } // this enum is also defined in the shared draft_schematic_object_template.tdf file enum DamageType { DT_none = 0x00000000 DT_kinetic = 0x00000001 DT_energy = 0x00000002 DT_blast = 0x00000004 DT_stun = 0x00000008 DT_restraint = 0x00000010 DT_elemental_heat = 0x00000020 DT_elemental_cold = 0x00000040 DT_elemental_acid = 0x00000080 DT_elemental_electrical = 0x00000100 DT_environmental_heat = 0x00000200 DT_environmental_cold = 0x00000400 DT_environmental_acid = 0x00000800 DT_environmental_electrical = 0x00001000 } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templateobject_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object bool persistByDefault //flag to automatically persist this object on creation bool persistContents //flag that this container persists its contents version 11 enum Attributes { AT_health AT_constitution AT_action AT_stamina AT_mind AT_willpower } enum MentalStates { MS_fear MS_anger MS_interest // MS_contempt // MS_disgust MS_distress // MS_joy // MS_shame // MS_surprise } enum UpdateRanges { UR_near UR_normal UR_far } enum MoveFlags { MF_gm MF_player } enum VisibleFlags { VF_gm VF_player } enum DeleteFlags { DF_gm DF_player } // crafting types also defined in base_class.java enum CraftingType { CT_weapon = 0x00000001 CT_armor = 0x00000002 CT_food = 0x00000004 CT_clothing = 0x00000008 CT_vehicle = 0x00000010 CT_droid = 0x00000020 CT_chemical = 0x00000040 CT_plantBreeding = 0x00000080 CT_animalBreeding = 0x00000100 CT_furniture = 0x00000200 CT_installation = 0x00000400 CT_lightsaber = 0x00000800 CT_genericItem = 0x00001000 CT_genetics = 0x00002000 CT_mandalorianTailor = 0x00004000 CT_mandalorianArmorsmith = 0x00008000 CT_mandalorianDroidEngineer = 0x00010000 CT_space = 0x00020000 CT_reverseEngineering = 0x00040000 CT_misc = 0x00080000 CT_spaceComponent = 0x00100000 CT_mission = 0x80000000 // the following items are combos to allow a draft schematic template to use them CT_weaponMission = 0x80000001 CT_armorMission = 0x80000002 CT_foodMission = 0x80000004 CT_clothingMission = 0x80000008 CT_vehicleMission = 0x80000010 CT_droidMission = 0x80000020 CT_chemicalMission = 0x80000040 CT_plantBreedingMission = 0x80000080 CT_animalBreedingMission = 0x80000100 CT_furnitureMission = 0x80000200 CT_installationMission = 0x80000400 CT_lightsaberMission = 0x80000800 CT_genericItemMission = 0x80001000 CT_geneticsMission = 0x80002000 CT_mandalorianTailorMission = 0x80004000 CT_mandalorianArmorsmithMission = 0x80008000 CT_mandalorianDroidEngineerMission = 0x80010000 CT_spaceMission = 0x80020000 CT_reverseEngineeringMission = 0x80040000 CT_miscMission = 0x80080000 CT_spaceComponentMission = 0x80100000 } // NOTE: when you update this list, make sure to update the registerMe() function in ServerObjectTemplate.cpp enum XpTypes { XP_rangedCombat XP_meleeCombat XP_tamingNoTime XP_tamingShortTime XP_tamingMediumTime XP_tamingLargeTime XP_architect XP_botany XP_bountyHunter XP_chemist XP_dancing XP_facilityManagementSavings XP_facilityManagementWearAndTear XP_squadLeaderNoTime XP_squadLeaderSmallTime XP_squadLeaderMediumTime XP_squadLeaderLargeTime XP_hairdressing XP_holonetSlicingPopularity XP_holonetSlicingQuantity XP_investigation XP_medic XP_military XP_mining XP_miningSavings XP_musician XP_musicanPopularity XP_politics XP_slicing XP_smuggling XP_surveyingNoMinimum XP_surveyingLowMinimum XP_surveyingMediumMinimum XP_surveyingHighMinimum XP_survivalHealing XP_survivalTracking XP_vehicularControl XP_vehicularWearAndTear XP_resourceHarvestingOrganic XP_resourceHarvestingInorganic XP_crafting XP_craftingClothing XP_craftingClothingArmor XP_craftingDroid XP_craftingFood XP_craftingMedicine XP_craftingStructure XP_craftingWeapons XP_craftingWeaponsMelee XP_craftingWeaponsRanged XP_craftingWeaponsMunition XP_industrialist XP_craftingScout XP_craftingCreature XP_craftingTissue XP_craftingCamp XP_craftingTrapping XP_craftingSpice XP_jediGeneral XP_shipwright XP_reverseEngineering } // this enum is also defined in the shared draft_schematic_object_template.tdf file enum ArmorRating { AR_armorNone AR_armorLight AR_armorMedium AR_armorHeavy } enum ArmorLevel { AL_basic AL_standard AL_advanced } enum ArmorCategory { AC_reconnaissance AC_battle AC_assault AC_psg // personal shield generator } // this enum is also defined in the shared draft_schematic_object_template.tdf file enum DamageType { DT_none = 0x00000000 DT_kinetic = 0x00000001 DT_energy = 0x00000002 DT_blast = 0x00000004 DT_stun = 0x00000008 DT_restraint = 0x00000010 DT_elemental_heat = 0x00000020 DT_elemental_cold = 0x00000040 DT_elemental_acid = 0x00000080 DT_elemental_electrical = 0x00000100 DT_environmental_heat = 0x00000200 DT_environmental_cold = 0x00000400 DT_environmental_acid = 0x00000800 DT_environmental_electrical = 0x00001000 } struct AttribMod { id ATTS enumAttributes target server //which attribute is affected int value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct MentalStateMod { id MESM enumMentalStates target server //which mental state is affected float value server //max strength of the modifier float time server //how long it takes for the modifier to reach full strength (in secs) float timeAtValue server //how long the modifier remains at full strength (in secs) float decay server //how long it takes for the modifier to go from full strength to 0 (in secs) } struct Contents { id CONT string slotName //slot name, as defined in the object's slotDescriptorFilename bool equipObject //flag to put the contents in the slot, as opposed to adding it to the container in the slot templateobject_template content //the object to add } struct Xp { id EXPS enumXpTypes type //type of experience earned int level //difficulty level, 0 for leveless xp types int value //amount of experience earned } filename sharedTemplate //template the client should associate with this template list string scripts //scripts attached to the object objvar objvars //default objvars added to the object int volume //how much room does the object take up list enumVisibleFlags visibleFlags //who can see this object list enumDeleteFlags deleteFlags //who can delete this object list enumMoveFlags moveFlags //who can move this object bool invulnerable //can this object not be destroyed/killed float complexity //how hard this item is to craft (?) int tintIndex //index into client tint palette list enumListUpdateRanges float updateRanges //distances for network updates list structContents contents //what's in this object list structXp xpPoints //experience points for interacting with this object bool persistByDefault //flag to automatically persist this object on creation bool persistContents //flag that this container persists its contents