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dsrc/sku.0/sys.server/compiled/game/object/object_template.tdf
T
2018-03-26 01:21:00 +01:00

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Executable File

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