oolite/Resources/Config/equipment.plist

491 lines
14 KiB
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(
(
0, 2, "Fuel",
"EQ_FUEL",
"Fuel for the witchspace engines.",
{
available_to_all = true;
condition_script = "oolite-conditions.js";
requires_non_full_fuel = true;
sort_order = 1; // always first
}
),
(
1, 300, "Missile",
"EQ_MISSILE",
"Faulcon de Lacy HM3 homing missile, fast and accurate when used in conjunction with standard targeting scanners.",
{
available_to_all = true;
condition_script = "oolite-conditions.js";
/* NOTE: for reasons of backwards compatibility, this defaults to true for equipment whose key ends with MISSILE or MINE. */
requires_empty_pylon = true;
/* NOTE: this is always zero for pylon-mounted equipment */
damage_probability = 0;
}
),
(
1, 4000, "Large Cargo Bay",
"EQ_CARGO_BAY",
"Retro-fitted hull extensions permit the enclosure of a few extra tons of cargo capacity.",
{
condition_script = "oolite-conditions.js";
damage_probability = 0;
}
),
(
2, 6000, "E.C.M. System",
"EQ_ECM",
"High power disruptor circuits capable of remotely detonating inbound missiles.",
{
condition_script = "oolite-conditions.js";
}
),
(
5, 5250, "Fuel Scoops",
"EQ_FUEL_SCOOPS",
"Wide cargo entrance and magnetic scoops enable in-flight capture of mined materials, fuel gasses from the solar corona, and salvage of space debris.",
{
condition_script = "oolite-conditions.js";
provides = ("EQ_CARGO_SCOOPS");
}
),
(
6, 10000, "Escape Pod",
"EQ_ESCAPE_POD",
"A simple emergency capsule with a life-support system, purchase includes comprehensive insurance for your ship and systems.",
{
condition_script = "oolite-conditions.js";
}
),
/* Removed energy bomb entry since strict mode no longer exists. Can
* easily be reimplemented as primable equipment with offensive
* preference by OXP. */
(
8, 15000, "Extra Energy Unit",
"EQ_ENERGY_UNIT",
"An improved efficiency energy recharge unit.",
{
condition_script = "oolite-conditions.js";
incompatible_with_equipment = "EQ_NAVAL_ENERGY_UNIT";
script_info = {
"oolite_energy_recharge_multiplier" = 1.8;
};
}
),
/* condition script blocks this one from appearing normally */
(
13, 500000, "Naval Energy Unit",
"EQ_NAVAL_ENERGY_UNIT",
"A special improved efficiency energy recharge unit, as supplied to Navy vessels.",
{
condition_script = "oolite-conditions.js";
script_info = {
"oolite_energy_recharge_multiplier" = 2.6;
};
}
/* Special case: this eq MUST STAY COMPATIBLE with EQ_ENERGY_UNIT - It's all handled properly in code.
Full details at http://developer.berlios.de/bugs/?func=detailbug&bug_id=13507&group_id=3577
Original fix made in rev 1544 and broken in rev 1686. Fixed once again in rev 2599. Kaks 20090925 */
),
(
9, 15000, "Docking Computers",
"EQ_DOCK_COMP",
"A simple autopilot and in-system communication system interlocking with local station systems.",
{
condition_script = "oolite-conditions.js";
}
),
(
10, 50000, "Galactic Hyperdrive",
"EQ_GAL_DRIVE",
"A one-shot overcharge for the witchspace engines, enabling inter-galactic travel.",
{
condition_script = "oolite-conditions.js";
available_to_all = true;
}
),
(
3, 0, "Remove Laser",
"EQ_WEAPON_NONE",
"Remove laser weapon from selected mounting.",
{
condition_script = "oolite-conditions.js";
available_to_all = true;
weapon_info = {
range = 32000;
energy = 0.0;
damage = 0.0;
recharge_rate = 100.0;
shot_temperature = 0.0;
threat_assessment = -1.0;
};
}
),
(
3, 4000, "Pulse Laser",
"EQ_WEAPON_PULSE_LASER",
"High powered pulse laser, a basic defense configuration.",
{
condition_script = "oolite-conditions.js";
available_to_all = true;
weapon_info = {
range = 12500;
energy = 0.8;
damage = 15.0;
recharge_rate = 0.5;
shot_temperature = 7.0;
color = "redColor";
threat_assessment = 0.0;
};
}
),
(
4, 10000, "Beam Laser",
"EQ_WEAPON_BEAM_LASER",
"Rapid cycle laser, delivers more energy in less time for more effective results.",
{
condition_script = "oolite-conditions.js";
available_to_all = true;
weapon_info = {
range = 15000;
energy = 0.5;
damage = 6.0;
recharge_rate = 0.1;
shot_temperature = 3.2;
color = "yellowColor";
threat_assessment = 0.5;
fx_shot_miss_name = "[beam-laser-player-laser-miss]";
fx_shot_hit_name = "[beam-laser-player-laser-hit]";
};
}
),
(
10, 8000, "Mining Laser",
"EQ_WEAPON_MINING_LASER",
"High power, slow recharge. Ideal for mineral extraction from large asteroids.",
{
condition_script = "oolite-conditions.js";
available_to_all = true;
weapon_info = {
range = 12500;
energy = 1.4;
damage = 50.0;
recharge_rate = 2.5;
shot_temperature = 10.0;
color = "blueColor";
is_mining_laser = 1;
threat_assessment = -0.5;
fx_shot_miss_name = "[mining-laser-player-laser-miss]";
fx_shot_hit_name = "[mining-laser-player-laser-hit]";
};
}
),
(
10, 60000, "Military Laser",
"EQ_WEAPON_MILITARY_LASER",
"Increased power beam laser, developed for Naval use.",
{
condition_script = "oolite-conditions.js";
available_to_all = true;
weapon_info = {
range = 30000;
energy = 1.1;
damage = 12.0;
recharge_rate = 0.1;
shot_temperature = 4.25;
color = "magentaColor";
threat_assessment = 1.0;
fx_shot_miss_name = "[mil-laser-player-laser-miss]";
fx_shot_hit_name = "[mil-laser-player-laser-hit]";
};
}
),
/* condition script blocks this one from appearing normally */
(
15, 500000, "Cloaking Device",
"EQ_CLOAKING_DEVICE",
"Experimental Naval cloaking device.",
{
condition_script = "oolite-conditions.js";
portable_between_ships = true;
script = "oolite-cloaking-device-equipment.js";
fast_affinity_defensive = true; // tries to bind to '0' key if nothing else using it
available_to_all = true;
}
),
( /* Thargoid equipment, incompatible with non-thargoid ships. Not buyable because of its TL. */
100, 1000, "Thargon",
"thargon",
"Alien drone ship.",
{
available_to_player = false;
}
),
( /* Thargoid equipment, standardised name. Incompatible with non-thargoid ships. Not buyable because of its TL. */
100, 1000, "Thargon",
"EQ_THARGON",
"Alien drone ship.",
{
available_to_player = false;
}
),
(
/* Cute, fluffy pet. Not buyable through usual channels, you'll have to find a specialist merchant. */
100, 300, "Trumble",
"EQ_TRUMBLE",
"A cute alien pet.",
{
visible = false; // Hidden on status screen.
damage_probability = 0;
}
),
( /* Passenger Compartment, like missiles this can be bought multiple times */
5, 8250, "Passenger Berth - takes up 5t of cargo space",
"EQ_PASSENGER_BERTH",
"Provides life support, entertainment and comfort for a single passenger.",
{
available_to_all = true;
available_to_NPCs = false;
can_carry_multiple = true;
condition_script = "oolite-conditions.js";
requires_cargo_space = 5;
damage_probability = 0;
}
),
( /* Passenger Compartment Removal */
1, 1000, "Remove Passenger Berth - reclaims 5t of cargo space",
"EQ_PASSENGER_BERTH_REMOVAL",
"Removes a passenger berth.",
{
available_to_all = true;
available_to_NPCs = false;
condition_script = "oolite-conditions.js";
requires_free_passenger_berth = true;
}
),
( /* Missile Removal */
1, 200, "Unmount and sell all pylon mounted weapons",
"EQ_MISSILE_REMOVAL",
"Unmounts, safes, and re-sells at full market value all missiles and mines currently mounted on your craft.",
{
available_to_all = true;
condition_script = "oolite-conditions.js";
requires_mounted_pylon = true;
}
),
( /* ecm hardened missile */
9, 3500, "ECM Hardened Missile",
"EQ_HARDENED_MISSILE",
"Faulcon de Lacy HMX5 homing missile - hardened against ECM.",
{
condition_script = "oolite-conditions.js";
available_to_all = true;
/* NOTE: for reasons of backwards compatibility, this defaults to true for equipment whose key ends with MISSILE or MINE. */
requires_empty_pylon = true;
/* NOTE: this is always zero for pylon-mounted equipment */
damage_probability = 0;
weapon_info = {
fx_weapon_launch_name = "[ecm-missile-launch]";
};
}
),
(
10, 6000, "Witchdrive Fuel Injectors",
"EQ_FUEL_INJECTION",
"A convertor added to your in-system drive that can inject unused witch-drive fuel into your exhaust, massively increasing your speed.",
{
condition_script = "oolite-conditions.js";
}
),
(
11, 4500, "Scanner Targeting Enhancement",
"EQ_SCANNER_SHOW_MISSILE_TARGET",
"Adds a visible indicator, range and legal status display around the target currently locked into your targeting computer.",
{
condition_script = "oolite-conditions.js";
}
),
(
5, 3250, "Multi-Targeting System",
"EQ_MULTI_TARGET",
"Per-missile target memory, maintains multiple target locks.",
{
condition_script = "oolite-conditions.js";
}
),
(
7, 6500, "Advanced Space Compass",
"EQ_ADVANCED_COMPASS",
"A Tyley-Feynman GW-99 astro-navigation compass with user-selectable target modes.",
{
available_to_all = true;
condition_script = "oolite-conditions.js";
}
),
(
6, 22500, "Advanced Navigational Array",
"EQ_ADVANCED_NAVIGATIONAL_ARRAY",
"Navigation Computer software upgrade, improving the functionality of the Galactic Chart and enabling efficient route planning.",
{
available_to_all = true;
condition_script = "oolite-conditions.js";
}
),
(
8, 12500, "Target System Memory Expansion",
"EQ_TARGET_MEMORY",
"A sixteen core target memory matrix. Allows selection of previous target locks.",
{
available_to_all = true;
condition_script = "oolite-conditions.js";
}
),
(
11, 15000, "Integrated Targeting System",
"EQ_INTEGRATED_TARGETING_SYSTEM",
"Integrates your target system memory expansion with your scanner targeting enhancement to provide visual tracking of secondary targets.",
{
available_to_all = true;
condition_script = "oolite-conditions.js";
requires_equipment = ("EQ_TARGET_MEMORY", "EQ_SCANNER_SHOW_MISSILE_TARGET");
}
),
/* NPC equipment, incompatible with player ship. Not buyable because of its TL. */
(
100, 150000, "Thargoid Laser",
"EQ_WEAPON_THARGOID_LASER",
"Captured Thargoid weapon, self-aiming.",
{
available_to_player = false;
weapon_info = {
range = 17500;
energy = 1.1;
damage = 12.5;
recharge_rate = 1.0;
shot_temperature = 8.0;
color = "greenColor";
is_turret_laser = true;
threat_assessment = 1.0;
};
}
),
(
6, 25000, "Quirium Cascade Mine",
"EQ_QC_MINE",
"Tyley-Feynman Quirium cascade mine. Mounts in place of a missile, but deploys to the rear of your craft. Capable of massive destruction and triggering chain reactions in the witchdrives of ships caught in its blast range.",
{
available_to_all = true;
condition_script = "oolite-conditions.js";
/* NOTE: for reasons of backwards compatibility, this defaults to true for equipment whose key ends with MISSILE or MINE. */
requires_empty_pylon = true;
/* NOTE: this is always zero for pylon-mounted equipment */
damage_probability = 0;
}
),
(
10, 147500, "Shield Boosters",
"EQ_SHIELD_BOOSTER",
"Shield boosting technology dramatically increases the capability of standard defensive shields.",
{
condition_script = "oolite-conditions.js";
script_info = {
"oolite_shield_increase" = 128;
"oolite_shield_recharge_multiplier" = 1.0;
};
}
),
(
13, 475500, "Military Shield Enhancement",
"EQ_NAVAL_SHIELD_BOOSTER",
"Military technology, used in conjunction with ordinary shields and shield boosting technology, further increases the capability of standard defensive shields.",
{
condition_script = "oolite-conditions.js";
script_info = {
"oolite_shield_increase" = 128;
"oolite_shield_recharge_multiplier" = 1.5;
};
}
),
/* next item was a test item, no longer supported */
// (
// 2, 2000, "Twin Plasma Cannon",
// "EQ_WEAPON_TWIN_PLASMA_CANNON",
// "Basic cannon delivering charged plasma bursts at sublight speed."
// ),
/* new items */
(
4, 15000, "External Heat Shielding",
"EQ_HEAT_SHIELD",
"Additional ceramid-fibre blanketing and tiles, no armour value but provides extra solar insulation.",
{
available_to_all = true;
condition_script = "oolite-conditions.js";
script_info = {
"oolite_heat_insulation_strength" = 1.0;
};
}
),
(
9, 23950, "Wormhole Scanner",
"EQ_WORMHOLE_SCANNER",
"The Mössbauer-Krantz Works wormhole scanner integrates into your existing targeting system. It analyzes the residual energy of a wormhole and, in combination with your Galactic Map software, calculates the most likely target system.",
{
available_to_all = true;
condition_script = "oolite-conditions.js";
}
),
/* renovation price is a dummy value - calculated to be 1% of the value of a fully-maintained ship of that type and equipment */
(
6, 1000, "Maintenance Overhaul",
"EQ_RENOVATION",
"Covers dry docking fees, cleaning and replating of damaged hull sections, shield and scoop system de-ionization, systems tune-up, repainting and detailed valeting.",
{
available_to_all = true;
condition_script = "oolite-conditions.js";
}
),
/* next two items are very old experimental items and are unsupported */
/* next item is blocked from purchase by condition script */
(
0, 1500000, "Military Anti-Scanner Countermeasures (MASC'M)",
"EQ_MILITARY_JAMMER",
"Developed from experimental cloaking prototypes, this jamming device stops enemy ships from scanning your craft.",
{
condition_script = "oolite-conditions.js";
}
),
/* next item is blocked from purchase by condition script */
(
0, 250000, "Military Scanner Filtering",
"EQ_MILITARY_SCANNER_FILTER",
"Filters out the jamming signals from MASC'M devices.",
{
condition_script = "oolite-conditions.js";
}
),
/* NPC equipment, incompatible with player ship. Not buyable because of its TL. */
(
100, 147500, "Shield Enhancers",
"EQ_SHIELD_ENHANCER",
"Shield enhancing technology dramatically increases the capability of standard defensive shields.",
{
available_to_player = false;
}
),
/* condition script blocks this one from appearing normally */
(
100, 500000, "Tutorial Controls",
"EQ_OOLITE_TUTORIAL_CONTROLS",
"Tutorial Controls.",
{
condition_script = "oolite-conditions.js";
script = "oolite-tutorial-equipment.js";
available_to_all = true;
visible = false; // Hidden on status screen.
damage_probability = 0;
}
)
)