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

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Executable File

id SHOT
templatename .*
sharedpath ..\..\..\..\..\..\src\engine\shared\library\sharedGame\src\shared\objectTemplate
compilerpath ..\..\..\..\..\..\src\engine\shared\library\sharedTemplate\src\shared\template
// --------------------------------------------------------------------------------------
version 0
enum ContainerType
{
CT_none
CT_slotted
CT_volume //This kind of container can hold tangible objects
}
stringId objectName //the default name of this object
stringId detailedDescription //long description of the object
stringId lookAtText //? does this differ from detailedDescription ?
bool snapToTerrain //flag that the object is snapped to terrain on addition to the world
enumContainerType containerType //if this is a container, what kind
filename tintPalette //what tints are available to the object
filename slotDescriptorFilename //what slots are available for this object
filename arrangementDescriptorFilename //what slots this object can be put into
filename appearanceFilename //?
filename portalLayoutFilename //?
filename clientDataFile //client-specific data
// --------------------------------------------------------------------------------------
version 1
enum ContainerType
{
CT_none
CT_slotted
CT_volume //This kind of container can hold tangible objects
CT_volumeIntangible //This kind of container can hold intangible objects
CT_volumeGeneric //This kind of container can hold any object tangible or not.
}
stringId objectName //the default name of this object
stringId detailedDescription //long description of the object
stringId lookAtText //? does this differ from detailedDescription ?
bool snapToTerrain //flag that the object is snapped to terrain on addition to the world
enumContainerType containerType //if this is a container, what kind
int containerVolumeLimit //if this object has a volume container, this say how much it can hold.
filename tintPalette //what tints are available to the object
filename slotDescriptorFilename //what slots are available for this object
filename arrangementDescriptorFilename //what slots this object can be put into
filename appearanceFilename //?
filename portalLayoutFilename //?
filename clientDataFile //client-specific data
// --------------------------------------------------------------------------------------
version 2
enum ContainerType
{
CT_none
CT_slotted
CT_volume //This kind of container can hold tangible objects
CT_volumeIntangible //This kind of container can hold intangible objects
CT_volumeGeneric //This kind of container can hold any object tangible or not.
}
enum CollisionMaterialType
{
// Physical material types
CMT_Solid = 0x0001 // Generic solid 'stuff'
CMT_Meat = 0x0002 // Living things are made of meat
CMT_Metal = 0x0004 // Droids and machines are made of metal
CMT_Energy = 0x0008 // Ghosts are made of energy
CMT_Brush = 0x0010 // Bushes are made of brush
// Logical material types
CMT_Door = 0x0020 // Doors are made of door
CMT_Monster = 0x0040 // Monsters are made of monster
CMT_Player = 0x0080 // Players are made of player
CMT_NPC = 0x0100 // NPCs are made of NPC
}
enum CollisionActionType
{
// Player actions
CAT_See = 0x0001
CAT_Target = 0x0002
CAT_CombatRanged = 0x0004
CAT_CombatMelee = 0x0008
CAT_Manipulate = 0x0010
CAT_Talk = 0x0020 // Sound doesn't travel in straight lines, but...
// Passive actions
CAT_RadialDamage = 0x0040 // Explosions cause radial damage
CAT_Camera = 0x0080 // This is a bit different from the other actions - if an object blocks CAT_Camera it means the object blocks the camera's view of the target.
}
stringId objectName //the default name of this object
stringId detailedDescription //long description of the object
stringId lookAtText //? does this differ from detailedDescription ?
bool snapToTerrain //flag that the object is snapped to terrain on addition to the world
enumContainerType containerType //if this is a container, what kind
int containerVolumeLimit //if this object has a volume container, this say how much it can hold.
filename tintPalette //what tints are available to the object
filename slotDescriptorFilename //what slots are available for this object
filename arrangementDescriptorFilename //what slots this object can be put into
filename appearanceFilename //?
filename portalLayoutFilename //?
filename clientDataFile //client-specific data
int collisionMaterialFlags //The collision material(s) for this object
int collisionMaterialPassFlags //The types of materials that this object can pass through
int collisionMaterialBlockFlags //The types of materials that can collide with this object
int collisionActionFlags //The types of actions that can be performed on this object
int collisionActionPassFlags //The types of materials this object's actions can pass through
int collisionActionBlockFlags //The types of actions that this object blocks
// --------------------------------------------------------------------------------------
version 3
enum ContainerType
{
CT_none
CT_slotted
CT_volume //This kind of container can hold tangible objects
CT_volumeIntangible //This kind of container can hold intangible objects
CT_volumeGeneric //This kind of container can hold any object tangible or not.
}
enum CollisionMaterialType
{
// Physical material types
CMT_Solid = 0x0001 // Generic solid 'stuff'
CMT_Meat = 0x0002 // Living things are made of meat
CMT_Metal = 0x0004 // Droids and machines are made of metal
CMT_Energy = 0x0008 // Ghosts are made of energy
CMT_Brush = 0x0010 // Bushes are made of brush
// Logical material types
CMT_Door = 0x0020 // Doors are made of door
CMT_Monster = 0x0040 // Monsters are made of monster
CMT_Player = 0x0080 // Players are made of player
CMT_NPC = 0x0100 // NPCs are made of NPC
}
enum CollisionActionType
{
// Player actions
CAT_See = 0x0001
CAT_Target = 0x0002
CAT_CombatRanged = 0x0004
CAT_CombatMelee = 0x0008
CAT_Manipulate = 0x0010
CAT_Talk = 0x0020 // Sound doesn't travel in straight lines, but...
// Passive actions
CAT_RadialDamage = 0x0040 // Explosions cause radial damage
CAT_Camera = 0x0080 // This is a bit different from the other actions - if an object blocks CAT_Camera it means the object blocks the camera's view of the target.
}
stringId objectName //the default name of this object
stringId detailedDescription //long description of the object
stringId lookAtText //? does this differ from detailedDescription ?
bool snapToTerrain //flag that the object is snapped to terrain on addition to the world
enumContainerType containerType //if this is a container, what kind
int containerVolumeLimit //if this object has a volume container, this say how much it can hold.
filename tintPalette //what tints are available to the object
filename slotDescriptorFilename //what slots are available for this object
filename arrangementDescriptorFilename //what slots this object can be put into
filename appearanceFilename //?
filename portalLayoutFilename //?
filename clientDataFile //client-specific data
int collisionMaterialFlags //The collision material(s) for this object
int collisionMaterialPassFlags //The types of materials that this object can pass through
int collisionMaterialBlockFlags //The types of materials that can collide with this object
int collisionActionFlags //The types of actions that can be performed on this object
int collisionActionPassFlags //The types of materials this object's actions can pass through
int collisionActionBlockFlags //The types of actions that this object blocks
float scale //modification to object's size
// --------------------------------------------------------------------------------------
version 4
enum ContainerType
{
CT_none
CT_slotted
CT_volume //This kind of container can hold tangible objects
CT_volumeIntangible //This kind of container can hold intangible objects
CT_volumeGeneric //This kind of container can hold any object tangible or not.
}
enum CollisionMaterialType
{
// Physical material types
CMT_Solid = 0x0001 // Generic solid 'stuff'
CMT_Meat = 0x0002 // Living things are made of meat
CMT_Metal = 0x0004 // Droids and machines are made of metal
CMT_Energy = 0x0008 // Ghosts are made of energy
CMT_Brush = 0x0010 // Bushes are made of brush
// Logical material types
CMT_Door = 0x0020 // Doors are made of door
CMT_Monster = 0x0040 // Monsters are made of monster
CMT_Player = 0x0080 // Players are made of player
CMT_NPC = 0x0100 // NPCs are made of NPC
}
enum CollisionActionType
{
// Player actions
CAT_See = 0x0001
CAT_Target = 0x0002
CAT_CombatRanged = 0x0004
CAT_CombatMelee = 0x0008
CAT_Manipulate = 0x0010
CAT_Talk = 0x0020 // Sound doesn't travel in straight lines, but...
// Passive actions
CAT_RadialDamage = 0x0040 // Explosions cause radial damage
CAT_Camera = 0x0080 // This is a bit different from the other actions - if an object blocks CAT_Camera it means the object blocks the camera's view of the target.
}
enum GameObjectType
{
// general type of this object
// used for listing items in inventories, populating radial menus, etc...
GOT_object,
GOT_ammunition,
GOT_armor,
GOT_building,
GOT_building_municipal,
GOT_building_player,
GOT_chemical,
GOT_clothing,
GOT_component,
GOT_container,
GOT_crafting_station,
GOT_creature,
GOT_creature_character,
GOT_creature_droid,
GOT_creature_monster,
GOT_data,
GOT_data_manufacturing_schematic,
GOT_data_mission_object,
GOT_data_token,
GOT_data_waypoint,
GOT_deed,
GOT_electronics,
GOT_flora,
GOT_food,
GOT_furniture,
GOT_installation_factory,
GOT_installation_generator,
GOT_installation_harvester,
GOT_installation_turret
GOT_instrument,
GOT_kiosk,
GOT_lair,
GOT_pharmaceutical,
GOT_resource_container,
GOT_sign,
GOT_static,
GOT_terminal,
GOT_tool,
GOT_vehicle,
GOT_weapon,
GOT_weapon_thrown,
GOT_weapon_melee,
GOT_weapon_ranged,
GOT_corpse,
GOT_group
}
stringId objectName //the default name of this object
stringId detailedDescription //long description of the object
stringId lookAtText //? does this differ from detailedDescription ?
bool snapToTerrain //flag that the object is snapped to terrain on addition to the world
enumContainerType containerType //if this is a container, what kind
int containerVolumeLimit //if this object has a volume container, this say how much it can hold.
filename tintPalette //what tints are available to the object
filename slotDescriptorFilename //what slots are available for this object
filename arrangementDescriptorFilename //what slots this object can be put into
filename appearanceFilename //?
filename portalLayoutFilename //?
filename clientDataFile //client-specific data
int collisionMaterialFlags //The collision material(s) for this object
int collisionMaterialPassFlags //The types of materials that this object can pass through
int collisionMaterialBlockFlags //The types of materials that can collide with this object
int collisionActionFlags //The types of actions that can be performed on this object
int collisionActionPassFlags //The types of materials this object's actions can pass through
int collisionActionBlockFlags //The types of actions that this object blocks
float scale //modification to object's size
enumGameObjectType gameObjectType // game object type
// --------------------------------------------------------------------------------------
version 5
enum ContainerType
{
CT_none
CT_slotted
CT_volume //This kind of container can hold tangible objects
CT_volumeIntangible //This kind of container can hold intangible objects
CT_volumeGeneric //This kind of container can hold any object tangible or not.
}
enum CollisionMaterialType
{
// Physical material types
CMT_Solid = 0x0001 // Generic solid 'stuff'
CMT_Meat = 0x0002 // Living things are made of meat
CMT_Metal = 0x0004 // Droids and machines are made of metal
CMT_Energy = 0x0008 // Ghosts are made of energy
CMT_Brush = 0x0010 // Bushes are made of brush
// Logical material types
CMT_Door = 0x0020 // Doors are made of door
CMT_Monster = 0x0040 // Monsters are made of monster
CMT_Player = 0x0080 // Players are made of player
CMT_NPC = 0x0100 // NPCs are made of NPC
}
enum CollisionActionType
{
// Player actions
CAT_See = 0x0001
CAT_Target = 0x0002
CAT_CombatRanged = 0x0004
CAT_CombatMelee = 0x0008
CAT_Manipulate = 0x0010
CAT_Talk = 0x0020 // Sound doesn't travel in straight lines, but...
// Passive actions
CAT_RadialDamage = 0x0040 // Explosions cause radial damage
CAT_Camera = 0x0080 // This is a bit different from the other actions - if an object blocks CAT_Camera it means the object blocks the camera's view of the target.
}
enum GameObjectType
{
// general type of this object
// used for listing items in inventories, populating radial menus, etc...
// ***IMPORTANT***
// If you add a new GOT, you need to update base_class.java, sharedGame/GameObjectTypes.cpp, and got_n.stf
// the generic type mask is the first 24 bits
// 0xffffff00
GOT_none = 0x00000000,
GOT_corpse,
GOT_group,
GOT_guild,
GOT_lair,
GOT_static,
GOT_camp,
GOT_vendor,
GOT_armor = 0x00000100,
GOT_armor_body,
GOT_armor_head,
GOT_armor_misc,
GOT_building = 0x00000200,
GOT_building_municipal,
GOT_building_player,
GOT_creature = 0x00000400,
GOT_creature_character,
GOT_creature_droid,
GOT_creature_droid_probe,
GOT_creature_monster,
GOT_data = 0x00000800,
GOT_data_draft_schematic,
GOT_data_manufacturing_schematic,
GOT_data_mission_object,
GOT_data_token,
GOT_data_waypoint,
GOT_data_fictional,
GOT_installation = 0x00001000,
GOT_installation_factory,
GOT_installation_generator,
GOT_installation_harvester,
GOT_installation_turret
GOT_misc = 0x00002000,
GOT_misc_ammunition,
GOT_misc_chemical,
GOT_misc_clothing,
GOT_misc_component,
GOT_misc_container,
GOT_misc_crafting_station,
GOT_misc_deed,
GOT_misc_electronics,
GOT_misc_flora,
GOT_misc_food,
GOT_misc_furniture,
GOT_misc_instrument,
GOT_misc_pharmaceutical,
GOT_misc_resource_container,
GOT_misc_sign,
GOT_misc_counter,
GOT_misc_factory_crate,
GOT_terminal = 0x00004000,
GOT_terminal_bank,
GOT_terminal_bazaar,
GOT_terminal_cloning,
GOT_terminal_insurance,
GOT_terminal_manage,
GOT_terminal_mission,
GOT_terminal_permissions,
GOT_terminal_player_structure,
GOT_terminal_shipping,
GOT_terminal_travel,
GOT_tool = 0x00008000,
GOT_tool_crafting,
GOT_tool_survey,
GOT_tool_repair,
GOT_vehicle = 0x00010000,
GOT_weapon = 0x00020000,
GOT_weapon_melee,
GOT_weapon_ranged,
GOT_weapon_thrown,
GOT_weapon_heavy
}
stringId objectName //the default name of this object
stringId detailedDescription //long description of the object
stringId lookAtText //? does this differ from detailedDescription ?
bool snapToTerrain //flag that the object is snapped to terrain on addition to the world
enumContainerType containerType //if this is a container, what kind
int containerVolumeLimit //if this object has a volume container, this say how much it can hold.
filename tintPalette //what tints are available to the object
filename slotDescriptorFilename //what slots are available for this object
filename arrangementDescriptorFilename //what slots this object can be put into
filename appearanceFilename //?
filename portalLayoutFilename //?
filename clientDataFile //client-specific data
int collisionMaterialFlags //The collision material(s) for this object
int collisionMaterialPassFlags //The types of materials that this object can pass through
int collisionMaterialBlockFlags //The types of materials that can collide with this object
int collisionActionFlags //The types of actions that can be performed on this object
int collisionActionPassFlags //The types of materials this object's actions can pass through
int collisionActionBlockFlags //The types of actions that this object blocks
float scale //modification to object's size
enumGameObjectType gameObjectType // game object type
bool sendToClient //specifies whether or not the object using this template should is sent to the client
// --------------------------------------------------------------------------------------
version 6
enum ContainerType
{
CT_none
CT_slotted
CT_volume //This kind of container can hold tangible objects
CT_volumeIntangible //This kind of container can hold intangible objects
CT_volumeGeneric //This kind of container can hold any object tangible or not.
}
enum CollisionMaterialType
{
// Physical material types
CMT_Solid = 0x0001 // Generic solid 'stuff'
CMT_Meat = 0x0002 // Living things are made of meat
CMT_Metal = 0x0004 // Droids and machines are made of metal
CMT_Energy = 0x0008 // Ghosts are made of energy
CMT_Brush = 0x0010 // Bushes are made of brush
// Logical material types
CMT_Door = 0x0020 // Doors are made of door
CMT_Monster = 0x0040 // Monsters are made of monster
CMT_Player = 0x0080 // Players are made of player
CMT_NPC = 0x0100 // NPCs are made of NPC
}
enum CollisionActionType
{
// Player actions
CAT_See = 0x0001
CAT_Target = 0x0002
CAT_CombatRanged = 0x0004
CAT_CombatMelee = 0x0008
CAT_Manipulate = 0x0010
CAT_Talk = 0x0020 // Sound doesn't travel in straight lines, but...
// Passive actions
CAT_RadialDamage = 0x0040 // Explosions cause radial damage
CAT_Camera = 0x0080 // This is a bit different from the other actions - if an object blocks CAT_Camera it means the object blocks the camera's view of the target.
}
enum GameObjectType
{
// general type of this object
// used for listing items in inventories, populating radial menus, etc...
// ***IMPORTANT***
// If you add a new GOT, you need to update base_class.java, sharedGame/GameObjectTypes.cpp, and got_n.stf
// the generic type mask is the first 24 bits
// 0xffffff00
GOT_none = 0x00000000,
GOT_corpse,
GOT_group,
GOT_guild,
GOT_lair,
GOT_static,
GOT_camp,
GOT_vendor,
GOT_loadbeacon,
GOT_armor = 0x00000100, //if you add armor types, please add them to the GOT_powerups as well
GOT_armor_body,
GOT_armor_head,
GOT_armor_misc,
GOT_building = 0x00000200,
GOT_building_municipal,
GOT_building_player,
GOT_creature = 0x00000400,
GOT_creature_character,
GOT_creature_droid,
GOT_creature_droid_probe,
GOT_creature_monster,
GOT_data = 0x00000800,
GOT_data_draft_schematic,
GOT_data_manufacturing_schematic,
GOT_data_mission_object,
GOT_data_token,
GOT_data_waypoint,
GOT_data_fictional,
GOT_installation = 0x00001000,
GOT_installation_factory,
GOT_installation_generator,
GOT_installation_harvester,
GOT_installation_turret
GOT_misc = 0x00002000,
GOT_misc_ammunition,
GOT_misc_chemical,
GOT_misc_clothing,
GOT_misc_component_DUMMY,
GOT_misc_container,
GOT_misc_crafting_station,
GOT_misc_deed,
GOT_misc_electronics,
GOT_misc_flora,
GOT_misc_food,
GOT_misc_furniture,
GOT_misc_instrument,
GOT_misc_pharmaceutical,
GOT_misc_resource_container,
GOT_misc_sign,
GOT_misc_counter,
GOT_misc_factory_crate,
GOT_misc_ticket_travel,
GOT_misc_item, // generic 'usable' item
GOT_misc_trap,
GOT_terminal = 0x00004000,
GOT_terminal_bank,
GOT_terminal_bazaar,
GOT_terminal_cloning,
GOT_terminal_insurance,
GOT_terminal_manage,
GOT_terminal_mission,
GOT_terminal_permissions,
GOT_terminal_player_structure,
GOT_terminal_shipping,
GOT_terminal_travel,
GOT_terminal_misc,
GOT_tool = 0x00008000,
GOT_tool_crafting,
GOT_tool_survey,
GOT_tool_repair,
GOT_tool_camp_kit,
GOT_vehicle = 0x00010000,
GOT_weapon = 0x00020000,//if you add weapon types, please add them to the GOT_powerups as well
GOT_weapon_melee,
GOT_weapon_ranged,
GOT_weapon_thrown,
GOT_weapon_heavy,
GOT_component = 0x00040000,
GOT_component_armor,
GOT_component_chemistry,
GOT_component_clothing,
GOT_component_droid,
GOT_component_electronics,
GOT_component_munition,
GOT_component_structure,
GOT_component_weapon_melee,
GOT_component_weapon_ranged,
GOT_powerup_weapon = 0x00080000,
GOT_powerup_weapon_melee,
GOT_powerup_weapon_ranged,
GOT_powerup_weapon_thrown,
GOT_powerup_weapon_heavy,
GOT_powerup_armor = 0x00100000,
GOT_powerup_armor_body,
GOT_powerup_armor_head,
GOT_powerup_armor_misc
}
stringId objectName //the default name of this object
stringId detailedDescription //long description of the object
stringId lookAtText //? does this differ from detailedDescription ?
bool snapToTerrain //flag that the object is snapped to terrain on addition to the world
enumContainerType containerType //if this is a container, what kind
int containerVolumeLimit //if this object has a volume container, this say how much it can hold.
filename tintPalette //what tints are available to the object
filename slotDescriptorFilename //what slots are available for this object
filename arrangementDescriptorFilename //what slots this object can be put into
filename appearanceFilename //?
filename portalLayoutFilename //?
filename clientDataFile //client-specific data
int collisionMaterialFlags //The collision material(s) for this object
int collisionMaterialPassFlags //The types of materials that this object can pass through
int collisionMaterialBlockFlags //The types of materials that can collide with this object
int collisionActionFlags //The types of actions that can be performed on this object
int collisionActionPassFlags //The types of materials this object's actions can pass through
int collisionActionBlockFlags //The types of actions that this object blocks
float scale //modification to object's size
enumGameObjectType gameObjectType // game object type
bool sendToClient //specifies whether or not the object using this template should is sent to the client
float scaleThresholdBeforeExtentTest //specifies the scale at which the object will use box extents for collision
float clearFloraRadius // distance to clear collidable flora around this object
enum SurfaceType
{
ST_other,
ST_metal,
ST_stone,
ST_wood
}
enumSurfaceType surfaceType
float noBuildRadius // distance to not allow structure placement around this object
// --------------------------------------------------------------------------------------
version 7
enum ContainerType
{
CT_none
CT_slotted
CT_volume //This kind of container can hold tangible objects
CT_volumeIntangible //This kind of container can hold intangible objects
CT_volumeGeneric //This kind of container can hold any object tangible or not.
}
enum CollisionMaterialType
{
// Physical material types
CMT_Solid = 0x0001 // Generic solid 'stuff'
CMT_Meat = 0x0002 // Living things are made of meat
CMT_Metal = 0x0004 // Droids and machines are made of metal
CMT_Energy = 0x0008 // Ghosts are made of energy
CMT_Brush = 0x0010 // Bushes are made of brush
// Logical material types
CMT_Door = 0x0020 // Doors are made of door
CMT_Monster = 0x0040 // Monsters are made of monster
CMT_Player = 0x0080 // Players are made of player
CMT_NPC = 0x0100 // NPCs are made of NPC
}
enum CollisionActionType
{
// Player actions
CAT_See = 0x0001
CAT_Target = 0x0002
CAT_CombatRanged = 0x0004
CAT_CombatMelee = 0x0008
CAT_Manipulate = 0x0010
CAT_Talk = 0x0020 // Sound doesn't travel in straight lines, but...
// Passive actions
CAT_RadialDamage = 0x0040 // Explosions cause radial damage
CAT_Camera = 0x0080 // This is a bit different from the other actions - if an object blocks CAT_Camera it means the object blocks the camera's view of the target.
}
enum GameObjectType
{
// general type of this object
// used for listing items in inventories, populating radial menus, etc...
// ***IMPORTANT***
// If you add a new GOT, you need to update base_class.java, sharedGame/GameObjectTypes.cpp, and got_n.stf
// the generic type mask is the first 24 bits
// 0xffffff00
GOT_none = 0x00000000,
GOT_corpse,
GOT_group,
GOT_guild,
GOT_lair,
GOT_static,
GOT_camp,
GOT_vendor,
GOT_loadbeacon,
GOT_armor = 0x00000100, //if you add armor types, please add them to the GOT_powerups as well
GOT_armor_body,
GOT_armor_head,
GOT_armor_misc,
GOT_armor_leg,
GOT_armor_arm,
GOT_armor_hand,
GOT_armor_foot,
GOT_building = 0x00000200,
GOT_building_municipal,
GOT_building_player,
GOT_building_factional,
GOT_creature = 0x00000400,
GOT_creature_character,
GOT_creature_droid,
GOT_creature_droid_probe,
GOT_creature_monster,
GOT_data = 0x00000800,
GOT_data_draft_schematic,
GOT_data_manufacturing_schematic,
GOT_data_mission_object,
GOT_data_token,
GOT_data_waypoint,
GOT_data_fictional,
GOT_data_pet_control_device,
GOT_installation = 0x00001000,
GOT_installation_factory,
GOT_installation_generator,
GOT_installation_harvester,
GOT_installation_turret,
GOT_installation_minefield,
GOT_misc = 0x00002000,
GOT_misc_ammunition,
GOT_misc_chemical,
GOT_misc_clothing_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_component_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_container,
GOT_misc_crafting_station,
GOT_misc_deed_DUMMY,
GOT_misc_electronics,
GOT_misc_flora,
GOT_misc_food,
GOT_misc_furniture,
GOT_misc_instrument,
GOT_misc_pharmaceutical,
GOT_misc_resource_container_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_sign,
GOT_misc_counter,
GOT_misc_factory_crate,
GOT_misc_ticket_travel,
GOT_misc_item, // generic 'usable' item
GOT_misc_trap,
GOT_misc_container_wearable,
GOT_misc_fishing_pole,
GOT_misc_fishing_bait,
GOT_misc_drink,
GOT_misc_firework,
GOT_misc_item_usable,
GOT_misc_petmed,
GOT_terminal = 0x00004000,
GOT_terminal_bank,
GOT_terminal_bazaar,
GOT_terminal_cloning,
GOT_terminal_insurance,
GOT_terminal_manage,
GOT_terminal_mission,
GOT_terminal_permissions,
GOT_terminal_player_structure,
GOT_terminal_shipping,
GOT_terminal_travel,
GOT_terminal_misc,
GOT_tool = 0x00008000,
GOT_tool_crafting,
GOT_tool_survey,
GOT_tool_repair,
GOT_tool_camp_kit,
GOT_vehicle = 0x00010000,
GOT_weapon = 0x00020000,//if you add weapon types, please add them to the GOT_powerups as well
GOT_weapon_melee,
GOT_weapon_ranged,
GOT_weapon_thrown,
GOT_weapon_heavy,
GOT_weapon_mine,
GOT_weapon_heavy_special,
GOT_component = 0x00040000,
GOT_component_armor,
GOT_component_chemistry,
GOT_component_clothing,
GOT_component_droid,
GOT_component_electronics,
GOT_component_munition,
GOT_component_structure,
GOT_component_weapon_melee,
GOT_component_weapon_ranged,
GOT_component_tissue,
GOT_component_genetic,
GOT_powerup_weapon = 0x00080000,
GOT_powerup_weapon_melee,
GOT_powerup_weapon_ranged,
GOT_powerup_weapon_thrown,
GOT_powerup_weapon_heavy,
GOT_powerup_weapon_mine,
GOT_powerup_weapon_heavy_special,
GOT_powerup_armor = 0x00100000,
GOT_powerup_armor_body,
GOT_powerup_armor_head,
GOT_powerup_armor_misc,
GOT_powerup_armor_leg,
GOT_powerup_armor_arm,
GOT_powerup_armor_hand,
GOT_powerup_armor_foot,
GOT_jewelry = 0x00200000,
GOT_jewelry_ring,
GOT_jewelry_bracelet,
GOT_jewelry_necklace,
GOT_jewelry_earring,
GOT_resource_container = 0x00400000,
GOT_resource_container_energy_gas,
GOT_resource_container_energy_liquid,
GOT_resource_container_energy_radioactive,
GOT_resource_container_energy_solid,
GOT_resource_container_inorganic_chemicals,
GOT_resource_container_inorganic_gas,
GOT_resource_container_inorganic_minerals,
GOT_resource_container_inorganic_water,
GOT_resource_container_organic_food,
GOT_resource_container_organic_hide,
GOT_resource_container_organic_structure,
GOT_deed = 0x00800000,
GOT_deed_building,
GOT_deed_installation,
GOT_deed_pet,
GOT_deed_droid,
GOT_clothing = 0x01000000,
GOT_clothing_bandolier,
GOT_clothing_belt,
GOT_clothing_bodysuit,
GOT_clothing_cape,
GOT_clothing_cloak,
GOT_clothing_foot,
GOT_clothing_dress,
GOT_clothing_hand,
GOT_clothing_eye,
GOT_clothing_head,
GOT_clothing_jacket,
GOT_clothing_pants,
GOT_clothing_robe,
GOT_clothing_shirt,
GOT_clothing_vest,
GOT_clothing_wookiee,
GOT_clothing_misc
}
stringId objectName //the default name of this object
stringId detailedDescription //long description of the object
stringId lookAtText //? does this differ from detailedDescription ?
bool snapToTerrain //flag that the object is snapped to terrain on addition to the world
enumContainerType containerType //if this is a container, what kind
int containerVolumeLimit //if this object has a volume container, this say how much it can hold.
filename tintPalette //what tints are available to the object
filename slotDescriptorFilename //what slots are available for this object
filename arrangementDescriptorFilename //what slots this object can be put into
filename appearanceFilename //?
filename portalLayoutFilename //?
filename clientDataFile //client-specific data
int collisionMaterialFlags //The collision material(s) for this object
int collisionMaterialPassFlags //The types of materials that this object can pass through
int collisionMaterialBlockFlags //The types of materials that can collide with this object
int collisionActionFlags //The types of actions that can be performed on this object
int collisionActionPassFlags //The types of materials this object's actions can pass through
int collisionActionBlockFlags //The types of actions that this object blocks
float scale //modification to object's size
enumGameObjectType gameObjectType // game object type
bool sendToClient //specifies whether or not the object using this template should is sent to the client
float scaleThresholdBeforeExtentTest //specifies the scale at which the object will use box extents for collision
float clearFloraRadius // distance to clear collidable flora around this object
enum SurfaceType
{
ST_other,
ST_metal,
ST_stone,
ST_wood
}
enumSurfaceType surfaceType
float noBuildRadius // distance to not allow structure placement around this object
bool onlyVisibleInTools
// --------------------------------------------------------------------------------------
version 8
enum ContainerType
{
CT_none
CT_slotted
CT_volume //This kind of container can hold tangible objects
CT_volumeIntangible //This kind of container can hold intangible objects
CT_volumeGeneric //This kind of container can hold any object tangible or not.
CT_ridable //This should be used for vehicles and mounts only: provides a slotted container with contents visible to the world
}
enum CollisionMaterialType
{
// Physical material types
CMT_Solid = 0x0001 // Generic solid 'stuff'
CMT_Meat = 0x0002 // Living things are made of meat
CMT_Metal = 0x0004 // Droids and machines are made of metal
CMT_Energy = 0x0008 // Ghosts are made of energy
CMT_Brush = 0x0010 // Bushes are made of brush
// Logical material types
CMT_Door = 0x0020 // Doors are made of door
CMT_Monster = 0x0040 // Monsters are made of monster
CMT_Player = 0x0080 // Players are made of player
CMT_NPC = 0x0100 // NPCs are made of NPC
}
enum CollisionActionType
{
// Player actions
CAT_See = 0x0001
CAT_Target = 0x0002
CAT_CombatRanged = 0x0004
CAT_CombatMelee = 0x0008
CAT_Manipulate = 0x0010
CAT_Talk = 0x0020 // Sound doesn't travel in straight lines, but...
// Passive actions
CAT_RadialDamage = 0x0040 // Explosions cause radial damage
CAT_Camera = 0x0080 // This is a bit different from the other actions - if an object blocks CAT_Camera it means the object blocks the camera's view of the target.
}
enum GameObjectType
{
// general type of this object
// used for listing items in inventories, populating radial menus, etc...
// ***IMPORTANT***
// If you add a new GOT, you need to update base_class.java, sharedGame/GameObjectTypes.cpp, and got_n.stf
// the generic type mask is the first 24 bits
// 0xffffff00
GOT_none = 0x00000000,
GOT_corpse,
GOT_group,
GOT_guild,
GOT_lair,
GOT_static,
GOT_camp,
GOT_vendor,
GOT_loadbeacon,
GOT_armor = 0x00000100, //if you add armor types, please add them to the GOT_powerups as well
GOT_armor_body,
GOT_armor_head,
GOT_armor_misc,
GOT_armor_leg,
GOT_armor_arm,
GOT_armor_hand,
GOT_armor_foot,
GOT_armor_shield,
GOT_building = 0x00000200,
GOT_building_municipal,
GOT_building_player,
GOT_building_factional,
GOT_creature = 0x00000400,
GOT_creature_character,
GOT_creature_droid,
GOT_creature_droid_probe,
GOT_creature_monster,
GOT_data = 0x00000800,
GOT_data_draft_schematic,
GOT_data_manufacturing_schematic,
GOT_data_mission_object,
GOT_data_token,
GOT_data_waypoint,
GOT_data_fictional,
GOT_data_pet_control_device,
GOT_data_vehicle_control_device,
GOT_installation = 0x00001000,
GOT_installation_factory,
GOT_installation_generator,
GOT_installation_harvester,
GOT_installation_turret,
GOT_installation_minefield,
GOT_misc = 0x00002000,
GOT_misc_ammunition,
GOT_misc_chemical,
GOT_misc_clothing_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_component_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_container,
GOT_misc_crafting_station,
GOT_misc_deed_DUMMY,
GOT_misc_electronics,
GOT_misc_flora,
GOT_misc_food,
GOT_misc_furniture,
GOT_misc_instrument,
GOT_misc_pharmaceutical,
GOT_misc_resource_container_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_sign,
GOT_misc_counter,
GOT_misc_factory_crate,
GOT_misc_ticket_travel,
GOT_misc_item, // generic 'usable' item
GOT_misc_trap,
GOT_misc_container_wearable,
GOT_misc_fishing_pole,
GOT_misc_fishing_bait,
GOT_misc_drink,
GOT_misc_firework,
GOT_misc_item_usable,
GOT_misc_petmed,
GOT_misc_firework_show,
GOT_misc_clothing_attachment,
GOT_misc_live_sample,
GOT_misc_armor_attachment,
GOT_terminal = 0x00004000,
GOT_terminal_bank,
GOT_terminal_bazaar,
GOT_terminal_cloning,
GOT_terminal_insurance,
GOT_terminal_manage,
GOT_terminal_mission,
GOT_terminal_permissions,
GOT_terminal_player_structure,
GOT_terminal_shipping,
GOT_terminal_travel,
GOT_terminal_misc,
GOT_tool = 0x00008000,
GOT_tool_crafting,
GOT_tool_survey,
GOT_tool_repair,
GOT_tool_camp_kit,
GOT_vehicle = 0x00010000,
GOT_vehicle_hover,
GOT_weapon = 0x00020000,//if you add weapon types, please add them to the GOT_powerups as well
GOT_weapon_melee_misc,
GOT_weapon_ranged_misc,
GOT_weapon_ranged_thrown,
GOT_weapon_heavy_misc,
GOT_weapon_heavy_mine,
GOT_weapon_heavy_special,
GOT_weapon_melee_1h,
GOT_weapon_melee_2h,
GOT_weapon_melee_polearm,
GOT_weapon_ranged_pistol,
GOT_weapon_ranged_carbine,
GOT_weapon_ranged_rifle,
GOT_component = 0x00040000,
GOT_component_armor,
GOT_component_chemistry,
GOT_component_clothing,
GOT_component_droid,
GOT_component_electronics,
GOT_component_munition,
GOT_component_structure,
GOT_component_weapon_melee,
GOT_component_weapon_ranged,
GOT_component_tissue,
GOT_component_genetic,
GOT_powerup_weapon = 0x00080000,
GOT_powerup_weapon_melee,
GOT_powerup_weapon_ranged,
GOT_powerup_weapon_thrown,
GOT_powerup_weapon_heavy,
GOT_powerup_weapon_mine,
GOT_powerup_weapon_heavy_special,
GOT_powerup_armor = 0x00100000,
GOT_powerup_armor_body,
GOT_powerup_armor_head,
GOT_powerup_armor_misc,
GOT_powerup_armor_leg,
GOT_powerup_armor_arm,
GOT_powerup_armor_hand,
GOT_powerup_armor_foot,
GOT_jewelry = 0x00200000,
GOT_jewelry_ring,
GOT_jewelry_bracelet,
GOT_jewelry_necklace,
GOT_jewelry_earring,
GOT_resource_container = 0x00400000,
GOT_resource_container_energy_gas,
GOT_resource_container_energy_liquid,
GOT_resource_container_energy_radioactive,
GOT_resource_container_energy_solid,
GOT_resource_container_inorganic_chemicals,
GOT_resource_container_inorganic_gas,
GOT_resource_container_inorganic_minerals,
GOT_resource_container_inorganic_water,
GOT_resource_container_organic_food,
GOT_resource_container_organic_hide,
GOT_resource_container_organic_structure,
GOT_deed = 0x00800000,
GOT_deed_building,
GOT_deed_installation,
GOT_deed_pet,
GOT_deed_droid,
GOT_deed_vehicle,
GOT_clothing = 0x01000000,
GOT_clothing_bandolier,
GOT_clothing_belt,
GOT_clothing_bodysuit,
GOT_clothing_cape,
GOT_clothing_cloak,
GOT_clothing_foot,
GOT_clothing_dress,
GOT_clothing_hand,
GOT_clothing_eye,
GOT_clothing_head,
GOT_clothing_jacket,
GOT_clothing_pants,
GOT_clothing_robe,
GOT_clothing_shirt,
GOT_clothing_vest,
GOT_clothing_wookiee,
GOT_clothing_misc,
GOT_clothing_skirt
}
stringId objectName //the default name of this object
stringId detailedDescription //long description of the object
stringId lookAtText //? does this differ from detailedDescription ?
bool snapToTerrain //flag that the object is snapped to terrain on addition to the world
enumContainerType containerType //if this is a container, what kind
int containerVolumeLimit //if this object has a volume container, this say how much it can hold.
filename tintPalette //what tints are available to the object
filename slotDescriptorFilename //what slots are available for this object
filename arrangementDescriptorFilename //what slots this object can be put into
filename appearanceFilename //?
filename portalLayoutFilename //?
filename clientDataFile //client-specific data
int collisionMaterialFlags //The collision material(s) for this object
int collisionMaterialPassFlags //The types of materials that this object can pass through
int collisionMaterialBlockFlags //The types of materials that can collide with this object
int collisionActionFlags //The types of actions that can be performed on this object
int collisionActionPassFlags //The types of materials this object's actions can pass through
int collisionActionBlockFlags //The types of actions that this object blocks
float scale //modification to object's size
enumGameObjectType gameObjectType // game object type
bool sendToClient //specifies whether or not the object using this template should is sent to the client
float scaleThresholdBeforeExtentTest //specifies the scale at which the object will use box extents for collision
float clearFloraRadius // distance to clear collidable flora around this object
enum SurfaceType
{
ST_other,
ST_metal,
ST_stone,
ST_wood
}
enumSurfaceType surfaceType
float noBuildRadius // distance to not allow structure placement around this object
bool onlyVisibleInTools
// --------------------------------------------------------------------------------------
version 9
enum ContainerType
{
CT_none
CT_slotted
CT_volume //This kind of container can hold tangible objects
CT_volumeIntangible //This kind of container can hold intangible objects
CT_volumeGeneric //This kind of container can hold any object tangible or not.
CT_ridable //This should be used for vehicles and mounts only: provides a slotted container with contents visible to the world
}
enum CollisionMaterialType
{
// Physical material types
CMT_Solid = 0x0001 // Generic solid 'stuff'
CMT_Meat = 0x0002 // Living things are made of meat
CMT_Metal = 0x0004 // Droids and machines are made of metal
CMT_Energy = 0x0008 // Ghosts are made of energy
CMT_Brush = 0x0010 // Bushes are made of brush
// Logical material types
CMT_Door = 0x0020 // Doors are made of door
CMT_Monster = 0x0040 // Monsters are made of monster
CMT_Player = 0x0080 // Players are made of player
CMT_NPC = 0x0100 // NPCs are made of NPC
}
enum CollisionActionType
{
// Player actions
CAT_See = 0x0001
CAT_Target = 0x0002
CAT_CombatRanged = 0x0004
CAT_CombatMelee = 0x0008
CAT_Manipulate = 0x0010
CAT_Talk = 0x0020 // Sound doesn't travel in straight lines, but...
// Passive actions
CAT_RadialDamage = 0x0040 // Explosions cause radial damage
CAT_Camera = 0x0080 // This is a bit different from the other actions - if an object blocks CAT_Camera it means the object blocks the camera's view of the target.
}
enum GameObjectType
{
// general type of this object
// used for listing items in inventories, populating radial menus, etc...
// ***IMPORTANT***
// If you add a new GOT, you need to update base_class.java, sharedGame/GameObjectTypes.cpp, and got_n.stf
// the generic type mask is the first 24 bits
// 0xffffff00
GOT_none = 0x00000000,
GOT_corpse,
GOT_group,
GOT_guild,
GOT_lair,
GOT_static,
GOT_camp,
GOT_vendor,
GOT_loadbeacon,
GOT_armor = 0x00000100, //if you add armor types, please add them to the GOT_powerups as well
GOT_armor_body,
GOT_armor_head,
GOT_armor_misc,
GOT_armor_leg,
GOT_armor_arm,
GOT_armor_hand,
GOT_armor_foot,
GOT_armor_shield,
GOT_armor_layer,
GOT_armor_segment,
GOT_armor_core,
GOT_armor_psg,
GOT_building = 0x00000200,
GOT_building_municipal,
GOT_building_player,
GOT_building_factional,
GOT_creature = 0x00000400,
GOT_creature_character,
GOT_creature_droid,
GOT_creature_droid_probe,
GOT_creature_monster,
GOT_data = 0x00000800,
GOT_data_draft_schematic,
GOT_data_manufacturing_schematic,
GOT_data_mission_object,
GOT_data_token,
GOT_data_waypoint,
GOT_data_fictional,
GOT_data_pet_control_device,
GOT_data_vehicle_control_device,
GOT_data_draft_schematic_read_only,
GOT_data_ship_control_device,
GOT_data_droid_control_device,
GOT_data_house_control_device,
GOT_data_vendor_control_device,
GOT_installation = 0x00001000,
GOT_installation_factory,
GOT_installation_generator,
GOT_installation_harvester,
GOT_installation_turret,
GOT_installation_minefield,
GOT_misc = 0x00002000,
GOT_misc_ammunition,
GOT_misc_chemical,
GOT_misc_clothing_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_component_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_container,
GOT_misc_crafting_station,
GOT_misc_deed_DUMMY,
GOT_misc_electronics,
GOT_misc_flora,
GOT_misc_food,
GOT_misc_furniture,
GOT_misc_instrument,
GOT_misc_pharmaceutical,
GOT_misc_resource_container_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_sign,
GOT_misc_counter,
GOT_misc_factory_crate,
GOT_misc_ticket_travel,
GOT_misc_item, // generic 'usable' item
GOT_misc_trap,
GOT_misc_container_wearable,
GOT_misc_fishing_pole,
GOT_misc_fishing_bait,
GOT_misc_drink,
GOT_misc_firework,
GOT_misc_item_usable,
GOT_misc_petmed,
GOT_misc_firework_show,
GOT_misc_clothing_attachment,
GOT_misc_live_sample,
GOT_misc_armor_attachment,
GOT_misc_community_crafting_project,
GOT_misc_force_crystal,
GOT_misc_droid_programming_chip,
GOT_misc_asteroid,
GOT_misc_pob_ship_pilot_chair,
GOT_misc_operations_chair,
GOT_misc_turret_access_ladder,
GOT_misc_container_ship_loot,
GOT_misc_armor_noequip,
GOT_terminal = 0x00004000,
GOT_terminal_bank,
GOT_terminal_bazaar,
GOT_terminal_cloning,
GOT_terminal_insurance,
GOT_terminal_manage,
GOT_terminal_mission,
GOT_terminal_permissions,
GOT_terminal_player_structure,
GOT_terminal_shipping,
GOT_terminal_travel,
GOT_terminal_space,
GOT_terminal_misc,
GOT_tool = 0x00008000,
GOT_tool_crafting,
GOT_tool_survey,
GOT_tool_repair,
GOT_tool_camp_kit,
GOT_tool_ship_component_repair
GOT_vehicle = 0x00010000,
GOT_vehicle_hover,
GOT_weapon = 0x00020000,//if you add weapon types, please add them to the GOT_powerups as well
GOT_weapon_melee_misc,
GOT_weapon_ranged_misc,
GOT_weapon_ranged_thrown,
GOT_weapon_heavy_misc,
GOT_weapon_heavy_mine,
GOT_weapon_heavy_special,
GOT_weapon_melee_1h,
GOT_weapon_melee_2h,
GOT_weapon_melee_polearm,
GOT_weapon_ranged_pistol,
GOT_weapon_ranged_carbine,
GOT_weapon_ranged_rifle,
GOT_component = 0x00040000,
GOT_component_armor,
GOT_component_chemistry,
GOT_component_clothing,
GOT_component_droid,
GOT_component_electronics,
GOT_component_munition,
GOT_component_structure,
GOT_component_weapon_melee,
GOT_component_weapon_ranged,
GOT_component_tissue,
GOT_component_genetic,
GOT_component_saber_crystal,
GOT_component_community_crafting,
GOT_component_new_armor,
GOT_powerup_weapon = 0x00080000,
GOT_powerup_weapon_melee,
GOT_powerup_weapon_ranged,
GOT_powerup_weapon_thrown,
GOT_powerup_weapon_heavy,
GOT_powerup_weapon_mine,
GOT_powerup_weapon_heavy_special,
GOT_powerup_armor = 0x00100000,
GOT_powerup_armor_body,
GOT_powerup_armor_head,
GOT_powerup_armor_misc,
GOT_powerup_armor_leg,
GOT_powerup_armor_arm,
GOT_powerup_armor_hand,
GOT_powerup_armor_foot,
GOT_powerup_armor_layer,
GOT_powerup_armor_segment,
GOT_powerup_armor_core,
GOT_jewelry = 0x00200000,
GOT_jewelry_ring,
GOT_jewelry_bracelet,
GOT_jewelry_necklace,
GOT_jewelry_earring,
GOT_resource_container = 0x00400000,
GOT_resource_container_energy_gas,
GOT_resource_container_energy_liquid,
GOT_resource_container_energy_radioactive,
GOT_resource_container_energy_solid,
GOT_resource_container_inorganic_chemicals,
GOT_resource_container_inorganic_gas,
GOT_resource_container_inorganic_minerals,
GOT_resource_container_inorganic_water,
GOT_resource_container_organic_food,
GOT_resource_container_organic_hide,
GOT_resource_container_organic_structure,
GOT_resource_container_pseudo,
GOT_resource_container_space,
GOT_deed = 0x00800000,
GOT_deed_building,
GOT_deed_installation,
GOT_deed_pet,
GOT_deed_droid,
GOT_deed_vehicle,
GOT_clothing = 0x01000000,
GOT_clothing_bandolier,
GOT_clothing_belt,
GOT_clothing_bodysuit,
GOT_clothing_cape,
GOT_clothing_cloak,
GOT_clothing_foot,
GOT_clothing_dress,
GOT_clothing_hand,
GOT_clothing_eye,
GOT_clothing_head,
GOT_clothing_jacket,
GOT_clothing_pants,
GOT_clothing_robe,
GOT_clothing_shirt,
GOT_clothing_vest,
GOT_clothing_wookiee,
GOT_clothing_misc,
GOT_clothing_skirt,
GOT_ship_component = 0x40000000, //add space-specific GOTS at the "end" to make merging easier
GOT_ship_component_reactor,
GOT_ship_component_engine,
GOT_ship_component_shield,
GOT_ship_component_armor,
GOT_ship_component_weapon,
GOT_ship_component_capacitor,
GOT_ship_component_booster,
GOT_ship_component_droid_interface,
GOT_ship_component_hangar,
GOT_ship_component_targeting_station,
GOT_ship_component_bridge,
GOT_ship_component_chassis,
GOT_ship_component_missilepack,
GOT_ship_component_countermeasurepack,
GOT_ship_component_missilelauncher,
GOT_ship_component_countermeasurelauncher,
GOT_ship_component_cargo_hold,
GOT_ship_component_modification,
GOT_ship = 0x20000000,
GOT_ship_fighter,
GOT_ship_capital,
GOT_ship_station,
GOT_ship_transport,
GOT_ship_mining_asteroid_static,
GOT_ship_mining_asteroid_dynamic,
GOT_cybernetic = 0x20000100,
GOT_cybernetic_arm,
GOT_cybernetic_legs,
GOT_cybernetic_torso,
GOT_cybernetic_forearm,
GOT_cybernetic_hand,
GOT_cybernetic_component
//note that 0x80000000 is currently a reserved value and unavailable for use
}
stringId objectName //the default name of this object
stringId detailedDescription //long description of the object
stringId lookAtText //? does this differ from detailedDescription ?
bool snapToTerrain //flag that the object is snapped to terrain on addition to the world
enumContainerType containerType //if this is a container, what kind
int containerVolumeLimit //if this object has a volume container, this say how much it can hold.
filename tintPalette //what tints are available to the object
filename slotDescriptorFilename //what slots are available for this object
filename arrangementDescriptorFilename //what slots this object can be put into
filename appearanceFilename //?
filename portalLayoutFilename //?
filename clientDataFile //client-specific data
int collisionMaterialFlags //The collision material(s) for this object
int collisionMaterialPassFlags //The types of materials that this object can pass through
int collisionMaterialBlockFlags //The types of materials that can collide with this object
int collisionActionFlags //The types of actions that can be performed on this object
int collisionActionPassFlags //The types of materials this object's actions can pass through
int collisionActionBlockFlags //The types of actions that this object blocks
float scale //modification to object's size
enumGameObjectType gameObjectType // game object type
bool sendToClient //specifies whether or not the object using this template should is sent to the client
float scaleThresholdBeforeExtentTest //specifies the scale at which the object will use box extents for collision
float clearFloraRadius // distance to clear collidable flora around this object
enum SurfaceType
{
ST_other,
ST_metal,
ST_stone,
ST_wood,
ST_acid,
ST_ice,
ST_molten,
ST_obsidian
}
enumSurfaceType surfaceType
float noBuildRadius // distance to not allow structure placement around this object
bool onlyVisibleInTools
float locationReservationRadius
// --------------------------------------------------------------------------------------
version 10
enum ContainerType
{
CT_none
CT_slotted
CT_volume //This kind of container can hold tangible objects
CT_volumeIntangible //This kind of container can hold intangible objects
CT_volumeGeneric //This kind of container can hold any object tangible or not.
CT_ridable //This should be used for vehicles and mounts only: provides a slotted container with contents visible to the world
}
enum GameObjectType
{
// general type of this object
// used for listing items in inventories, populating radial menus, etc...
// ***IMPORTANT***
// If you add a new GOT, you need to update base_class.java, sharedGame/GameObjectTypes.cpp, and got_n.stf
// the generic type mask is the first 24 bits
// 0xffffff00
GOT_none = 0x00000000,
GOT_corpse,
GOT_group,
GOT_guild,
GOT_lair,
GOT_static,
GOT_camp,
GOT_vendor,
GOT_loadbeacon,
GOT_armor = 0x00000100, //if you add armor types, please add them to the GOT_powerups as well
GOT_armor_body,
GOT_armor_head,
GOT_armor_misc,
GOT_armor_leg,
GOT_armor_arm,
GOT_armor_hand,
GOT_armor_foot,
GOT_armor_shield,
GOT_armor_layer,
GOT_armor_segment,
GOT_armor_core,
GOT_armor_psg,
GOT_building = 0x00000200,
GOT_building_municipal,
GOT_building_player,
GOT_building_factional,
GOT_creature = 0x00000400,
GOT_creature_character,
GOT_creature_droid,
GOT_creature_droid_probe,
GOT_creature_monster,
GOT_data = 0x00000800,
GOT_data_draft_schematic,
GOT_data_manufacturing_schematic,
GOT_data_mission_object,
GOT_data_token,
GOT_data_waypoint,
GOT_data_fictional,
GOT_data_pet_control_device,
GOT_data_vehicle_control_device,
GOT_data_draft_schematic_read_only,
GOT_data_ship_control_device,
GOT_data_droid_control_device,
GOT_data_house_control_device,
GOT_data_vendor_control_device,
GOT_data_player_quest_object,
GOT_installation = 0x00001000,
GOT_installation_factory,
GOT_installation_generator,
GOT_installation_harvester,
GOT_installation_turret,
GOT_installation_minefield,
GOT_misc = 0x00002000,
GOT_misc_ammunition,
GOT_misc_chemical,
GOT_misc_clothing_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_component_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_container,
GOT_misc_crafting_station,
GOT_misc_deed_DUMMY,
GOT_misc_electronics,
GOT_misc_flora,
GOT_misc_food,
GOT_misc_furniture,
GOT_misc_instrument,
GOT_misc_pharmaceutical,
GOT_misc_resource_container_DUMMY, // when you remove this, please recompile all the shared object templates
GOT_misc_sign,
GOT_misc_counter,
GOT_misc_factory_crate,
GOT_misc_ticket_travel,
GOT_misc_item, // generic 'usable' item
GOT_misc_trap,
GOT_misc_container_wearable,
GOT_misc_fishing_pole,
GOT_misc_fishing_bait,
GOT_misc_drink,
GOT_misc_firework,
GOT_misc_item_usable,
GOT_misc_petmed,
GOT_misc_firework_show,
GOT_misc_clothing_attachment,
GOT_misc_live_sample,
GOT_misc_armor_attachment,
GOT_misc_community_crafting_project,
GOT_misc_force_crystal,
GOT_misc_droid_programming_chip,
GOT_misc_asteroid,
GOT_misc_pob_ship_pilot_chair,
GOT_misc_operations_chair,
GOT_misc_turret_access_ladder,
GOT_misc_container_ship_loot,
GOT_misc_armor_noequip,
GOT_misc_enzyme,
GOT_misc_food_pet,
GOT_misc_collection,
GOT_misc_container_public,
GOT_misc_ground_target,
GOT_misc_blueprint,
GOT_misc_enzyme_isomerase,
GOT_misc_enzyme_lyase,
GOT_misc_enzyme_hydrolase,
GOT_misc_tcg_card,
GOT_misc_appearance_only,
GOT_misc_appearance_only_invisible,
GOT_terminal = 0x00004000,
GOT_terminal_bank,
GOT_terminal_bazaar,
GOT_terminal_cloning,
GOT_terminal_insurance,
GOT_terminal_manage,
GOT_terminal_mission,
GOT_terminal_permissions,
GOT_terminal_player_structure,
GOT_terminal_shipping,
GOT_terminal_travel,
GOT_terminal_space,
GOT_terminal_misc,
GOT_terminal_space_npe,
GOT_tool = 0x00008000,
GOT_tool_crafting,
GOT_tool_survey,
GOT_tool_repair,
GOT_tool_camp_kit,
GOT_tool_ship_component_repair
GOT_vehicle = 0x00010000,
GOT_vehicle_hover,
GOT_vehicle_hover_ai,
GOT_weapon = 0x00020000,//if you add weapon types, please add them to the GOT_powerups as well
GOT_weapon_melee_misc,
GOT_weapon_ranged_misc,
GOT_weapon_ranged_thrown,
GOT_weapon_heavy_misc,
GOT_weapon_heavy_mine,
GOT_weapon_heavy_special,
GOT_weapon_melee_1h,
GOT_weapon_melee_2h,
GOT_weapon_melee_polearm,
GOT_weapon_ranged_pistol,
GOT_weapon_ranged_carbine,
GOT_weapon_ranged_rifle,
GOT_component = 0x00040000,
GOT_component_armor,
GOT_component_chemistry,
GOT_component_clothing,
GOT_component_droid,
GOT_component_electronics,
GOT_component_munition,
GOT_component_structure,
GOT_component_weapon_melee,
GOT_component_weapon_ranged,
GOT_component_tissue,
GOT_component_genetic,
GOT_component_saber_crystal,
GOT_component_community_crafting,
GOT_component_new_armor,
GOT_powerup_weapon = 0x00080000,
GOT_powerup_weapon_melee,
GOT_powerup_weapon_ranged,
GOT_powerup_weapon_thrown,
GOT_powerup_weapon_heavy,
GOT_powerup_weapon_mine,
GOT_powerup_weapon_heavy_special,
GOT_powerup_armor = 0x00100000,
GOT_powerup_armor_body,
GOT_powerup_armor_head,
GOT_powerup_armor_misc,
GOT_powerup_armor_leg,
GOT_powerup_armor_arm,
GOT_powerup_armor_hand,
GOT_powerup_armor_foot,
GOT_powerup_armor_layer,
GOT_powerup_armor_segment,
GOT_powerup_armor_core,
GOT_jewelry = 0x00200000,
GOT_jewelry_ring,
GOT_jewelry_bracelet,
GOT_jewelry_necklace,
GOT_jewelry_earring,
GOT_resource_container = 0x00400000,
GOT_resource_container_energy_gas,
GOT_resource_container_energy_liquid,
GOT_resource_container_energy_radioactive,
GOT_resource_container_energy_solid,
GOT_resource_container_inorganic_chemicals,
GOT_resource_container_inorganic_gas,
GOT_resource_container_inorganic_minerals,
GOT_resource_container_inorganic_water,
GOT_resource_container_organic_food,
GOT_resource_container_organic_hide,
GOT_resource_container_organic_structure,
GOT_resource_container_pseudo,
GOT_resource_container_space,
GOT_deed = 0x00800000,
GOT_deed_building,
GOT_deed_installation,
GOT_deed_pet,
GOT_deed_droid,
GOT_deed_vehicle,
GOT_clothing = 0x01000000,
GOT_clothing_bandolier,
GOT_clothing_belt,
GOT_clothing_bodysuit,
GOT_clothing_cape,
GOT_clothing_cloak,
GOT_clothing_foot,
GOT_clothing_dress,
GOT_clothing_hand,
GOT_clothing_eye,
GOT_clothing_head,
GOT_clothing_jacket,
GOT_clothing_pants,
GOT_clothing_robe,
GOT_clothing_shirt,
GOT_clothing_vest,
GOT_clothing_wookiee,
GOT_clothing_misc,
GOT_clothing_skirt,
GOT_ship_component = 0x40000000, //add space-specific GOTS at the "end" to make merging easier
GOT_ship_component_reactor,
GOT_ship_component_engine,
GOT_ship_component_shield,
GOT_ship_component_armor,
GOT_ship_component_weapon,
GOT_ship_component_capacitor,
GOT_ship_component_booster,
GOT_ship_component_droid_interface,
GOT_ship_component_hangar,
GOT_ship_component_targeting_station,
GOT_ship_component_bridge,
GOT_ship_component_chassis,
GOT_ship_component_missilepack,
GOT_ship_component_countermeasurepack,
GOT_ship_component_missilelauncher,
GOT_ship_component_countermeasurelauncher,
GOT_ship_component_cargo_hold,
GOT_ship_component_modification,
GOT_ship = 0x20000000,
GOT_ship_fighter,
GOT_ship_capital,
GOT_ship_station,
GOT_ship_transport,
GOT_ship_mining_asteroid_static,
GOT_ship_mining_asteroid_dynamic,
GOT_cybernetic = 0x20000100,
GOT_cybernetic_arm,
GOT_cybernetic_legs,
GOT_cybernetic_torso,
GOT_cybernetic_forearm,
GOT_cybernetic_hand,
GOT_cybernetic_component,
GOT_chronicles = 0x00001100,
GOT_chronicles_relic,
GOT_chronicles_chronicle,
GOT_chronicles_quest_holocron,
GOT_chronicles_quest_holocron_recipe,
GOT_chronicles_relic_fragment,
//note that 0x80000000 is currently a reserved value and unavailable for use
}
stringId objectName //the default name of this object
stringId detailedDescription //long description of the object
stringId lookAtText //? does this differ from detailedDescription ?
bool snapToTerrain //flag that the object is snapped to terrain on addition to the world
enumContainerType containerType //if this is a container, what kind
int containerVolumeLimit //if this object has a volume container, this say how much it can hold.
filename tintPalette //what tints are available to the object
filename slotDescriptorFilename //what slots are available for this object
filename arrangementDescriptorFilename //what slots this object can be put into
filename appearanceFilename //?
filename portalLayoutFilename //?
filename clientDataFile //client-specific data
float scale //modification to object's size
enumGameObjectType gameObjectType // game object type
bool sendToClient //specifies whether or not the object using this template should is sent to the client
float scaleThresholdBeforeExtentTest //specifies the scale at which the object will use box extents for collision
float clearFloraRadius // distance to clear collidable flora around this object
enum SurfaceType
{
ST_other,
ST_metal,
ST_stone,
ST_wood,
ST_acid,
ST_ice,
ST_molten,
ST_obsidian
}
enumSurfaceType surfaceType
float noBuildRadius // distance to not allow structure placement around this object
bool onlyVisibleInTools
float locationReservationRadius
bool forceNoCollision