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Part II - Resource Descriptions
The oütf resource
Outf resources store information on the items that you can buy when you choose "Outfit Ship" at a planet or station. The first field tells Override whether or not the item's availability is linked to the completion of a mission:
MissionBit Tells Override whether to offer this item only if a certain mission bit is set. (see mïsn for more info)
-1 Ignored
0-511 Offer the item only if this mission bit is set
1000-1511 Offer the item only if this mission bit is not set
The next field contains info on the item's mass:
Mass The mass in tons of the item (0 = no appreciable mass)
The next field tells Override where the item is available:
TechLevel What the technology level of the item is. This item will be available at all spaceports with a tech level of this value or higher. (The exception to this rule invloves the SpecialTech fields of the spöb resource; see the section on spöb resources for more information.)
The next two fields tell Override what kind of modification this item performs:
If ModType is: Then it's: And ModVal refers to:
1. a weapon The ID number of the associated wëap resource
2. more cargo space The number of tons of cargo space to add
3. ammunition The ID number of the associated wëap resource
4. more shield capacity The number of shield points to add
5. faster shield recharge How much to speed up (-30 = one more point per second)
6. armor The number of armor points to add
7. acceleration booster Amount of accel to add (see shïp for more info)
8. speed increase Amount of speed to add (see shïp for more info)
9. turn rate increase Amount of turn increase (1 = 30°/sec)
10. ECM (missile jammer)
0x0001 Weak Type I jamming
0x0002 Weak Type II jamming
0x0004 Weak Type III jamming
0x0008 Weak Type IV jamming
0x0010 Strong Type I jamming
0x0020 Strong Type II jamming
0x0040 Strong Type III jamming
0x0080 Strong Type IV jamming
11. escape pod ignored
12. fuel capacity increase Amount of extra fuel (100 = 1 jump)
13. density scanner ignored
14. IFF (colorized radar) ignored
15. afterburner ignored
16. map How many jumps away from present system to explore
17. cloaking device The hue to scale the screen to while cloaked
1 = red, 2 = green, 3 = blue, 4 = cyan, 5 = magenta, 6 = yellow
18. fuel scoop How many frames per 1 unit of fuel generated. Enter a negative value to perform the same function in "fuel sucking" mode
19. auto-refueller ignored
20. auto-eject (req. escape pod) ignored
21. clean legal record ID of govt to clear legal record with, or -1 for all
22. hyperspace speed mod Number of days to increase or decrease ship's hyperspace travel time (still can't go below 1 day/jump)
23. hyperspace dist mod Amount to increase or decrease the no-jump zone's radius by (the standard radius is 1000)
24. interference mod Subtracts the value in ModVal from the current star system's Interference value when calculating how "fuzzy" to make the radar scanner
25. marines Adds the value in ModVal to your ship's effective crew complement when calculating capture odds
26. alter mission bitIf ModVal is 0-511, sets this mission bit when purchased. If ModVal is 1000-1511, clears this mission bit when purchased.
The next two fields tell Override how many of this item you can possibly have at once:
Max How many you can have (not counting weapon limitations)
Flags Miscallenous info:
0x0001 This item is a fixed gun
0x0002 This item is a turret
0x0004 This item stays with you when you trade ships
0x0008 This item can't be sold
0x0010 Remove any items of this type after purchase (useful for permits and other intangible purchases)
The last field, Cost, tells Override how much to charge you for the item.
The last two fields (ModType2 and ModVal2) are for you to specify "alternate" functions for an outfit item - e.g., a weapon could also reduce the ship's turning speed. The only restriction on ModType2 is that you shouldn't use it for weapons or ammo (modtypes 1 or 3).
Note: The large (100x100 pixel) outfit dialog pictures are stored using PICT resource IDs 6000 and up. Unfortunately, due to lack of planning, the master outfit menu pict is stored at ID 6100, so the large outfit picts with IDs that would normally be 6100 and above are offset forwards by one. So, the large outfit picts are stored from PICT IDs 6000-6099 and 6300-6327. (note that this has changed in version 1.0.2, and is different from previous versions of Override!)
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