Difference between revisions of "Special ship abilities"
(New page: == jamming == some ships have the ability to jam other ships. if a ship is jammed it cannot fight anymore, and the next ship of the other player has its turn. '''example:''' ...) |
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+ | Most ships (and buildings) have one or several special abilities. they are defined in the battle syntax. | ||
+ | |||
+ | play a bit with the [[Ship Constructor]] to find out more | ||
+ | |||
+ | here is a list of all possible modifiers a ship can have: | ||
+ | |||
== jamming == | == jamming == | ||
− | some ships have the ability to | + | some ships have the ability to jam other ships. if a ship is jammed it cannot fight anymore, and the next ship of the other player has its turn, this means, the enemy ship is treated as if it had already shot and you have the initiative back |
+ | |||
+ | if a ship jams an enemy ship, it puts the [[shoot-counter]] one up, so the enemy ship counts as "has already shot" the only effect that could make this ship shoot would be the ... | ||
+ | |||
+ | {{incompletelist}} | ||
'''example:''' | '''example:''' | ||
Line 10: | Line 20: | ||
== cloning == | == cloning == | ||
− | the clone ship transforms into the | + | the clone ship transforms into the cloned ship, until end of combat. it has exactly the same abilitys like the original. |
== reconstruction == | == reconstruction == | ||
Line 17: | Line 27: | ||
- a destroyer that was hit by a destroyer has 0 LP and can be reconstructed | - a destroyer that was hit by a destroyer has 0 LP and can be reconstructed | ||
- a fighter hit by an eagle (2/10) cannot be reconstructed because it has -1 lifepoint | - a fighter hit by an eagle (2/10) cannot be reconstructed because it has -1 lifepoint | ||
+ | |||
+ | |||
+ | |||
+ | = All Effects = | ||
+ | |||
+ | == mod == | ||
+ | modify ships AP and/or LP in the battle | ||
+ | |||
+ | == fight == | ||
+ | this just means that the ships fires now with it's AP. | ||
+ | |||
+ | == create == | ||
+ | creates one or more other ships (like missiles, battle drones but could also create fighters or sth. like that) and these ships appear in the specified class immediately with all their abilities (depricated syntax: 'add') | ||
+ | |||
+ | == shield == | ||
+ | moves the [[targetcounter]] of the enemy to your next ship (if all your ships are shielded or destroyed your shielded ships will not reappear for the next classbattle) | ||
+ | |||
+ | == destroy == | ||
+ | destroys a ship and leaves it with 0 LP. (it is still reconstructable this way). | ||
+ | weakest destruction effect, destroyed ships have 0 LP and can be reconstructed | ||
+ | |||
+ | == kill == | ||
+ | destroys a ship and leaves it with -5000 LP | ||
+ | second weakest destruction effect, killed ships cannot be reconstructed, but some ships or buildings are kill-resistent | ||
+ | |||
+ | == obliterate == | ||
+ | destroys a ship and leaves it with -5000 LP (not reconstructable). | ||
+ | most effective destruction effect, nearly no ship is immune against that | ||
+ | |||
+ | == recycle == | ||
+ | recycles the ship like back home in the shipyard. the target is removed from the battle (obliterate-effect) but nobody wins or looses points for it | ||
+ | |||
+ | == repair == | ||
+ | repairs your ship that is the actual target of your enemy in your fleet back to full lifepoints (AP stay like they are) | ||
+ | |||
+ | == shuffle == | ||
+ | this function shuffles the battleorder of the selected class in the selected fleet. note: this is only useful, if you have created ships and you want to change the battle order that way, that they do not shoot all in one row. or if this ship is modifying ships and you want to assure, that there is another ship modified every time and not only one ship all the time. for example the l-prom (modify 10 ships by +10 in class 2 from out of class 1) needs this because otherwise it would modify the same 10 first ships in class 2 again and again. with shuffle it will modify other ships each time | ||
+ | |||
+ | == sd == | ||
+ | selfdestruction. if this ship has its turn, it selfdestructs at the end of its turn | ||
+ | |||
+ | == blast == | ||
+ | destroys already damaged ships in the specified class and fleet (like the <ship>bounty hunter</ship>) | ||
+ | |||
+ | == clone == | ||
+ | clones the enemy ship that is the actual target | ||
+ | |||
+ | == steal == | ||
+ | steals the enemy ship that is the actual target | ||
+ | |||
+ | == beserk == | ||
+ | with this option the ship will continue shooting until it is destroyed. | ||
+ | note: only very few ships have this effect, cause this modifier should be used with care, cause it can have unpredictable loop-effects | ||
+ | |||
+ | == retreat == | ||
+ | ends the actual class battle | ||
+ | |||
+ | == disable == | ||
+ | disables all abilities of the specified ships (for example a mine deployer does not deploy its mine anymore) | ||
+ | |||
+ | == evolve == | ||
+ | this only happens at the end of the whole battle. the ship becomes the new ship. | ||
+ | |||
+ | == restart == | ||
+ | all your ships that survived so far start for another shoot (your counter is set back to your first ship). note: this modifier should be used with care, cause it can have unpredictable loop-effects | ||
+ | |||
+ | == select == | ||
+ | an effect only occurs if the target ships has less/more/equal mp/lp/ap than a specific value. if the targeted ship has less/more/equal the selected value the rest of the modifier will not be executed. | ||
+ | |||
+ | = Trigger Effects = | ||
+ | triggered ffects happen only if another ship targets the ship with an effect: | ||
+ | |||
+ | == Action Triggers == | ||
+ | === trigger_hit === | ||
+ | the following action in the battle syntax only happens right after the ship was hit by the firepower of an enemy ship | ||
+ | |||
+ | === trigger_destruction === | ||
+ | the following action in the battle syntax only happens right after the ship was hit by the firepower of an enemy ship and destroyed this way | ||
+ | |||
+ | === trigger_destroy === | ||
+ | the following action in the battle syntax only happens right after the ship was destroyed by a '''destroy''' effect | ||
+ | |||
+ | === trigger_kill === | ||
+ | the following action in the battle syntax only happens right after the ship was destroyed by a '''kill''' effect | ||
+ | |||
+ | === trigger_obli === | ||
+ | the following action in the battle syntax only happens right after the ship was destroyed by an '''obliterate''' effect | ||
+ | |||
+ | === trigger_jam === | ||
+ | the following action in the battle syntax only happens right after the ship was '''jammed''' | ||
+ | |||
+ | === trigger_rec === | ||
+ | the following action in the battle syntax only happens right after the ship was '''reconstructed''' | ||
+ | |||
+ | === trigger_plus === | ||
+ | the following action in the battle syntax only happens right after the ship was '''modified''' (both + and -) | ||
+ | |||
+ | === trigger_multiply === | ||
+ | the following action in the battle syntax only happens right after the ship was '''modified''' by any factor | ||
+ | |||
+ | === trigger_repair === | ||
+ | this adds a trigger to the ship, that causes an action you can define later, that happens if the ship is repaired | ||
+ | |||
+ | == immunity-triggers == | ||
+ | |||
+ | === trigger_0_rec === | ||
+ | with this modifier the ship cannot be reconstructed | ||
+ | |||
+ | === trigger_0_destroy === | ||
+ | with this modifier the ship cannot be destroyed | ||
+ | |||
+ | === trigger_0_kill === | ||
+ | with this modifier the ship cannot be killed | ||
+ | |||
+ | === trigger_0_obli === | ||
+ | with this modifier the ship cannot be obliterated | ||
+ | |||
+ | === trigger_0_multiply === | ||
+ | with this modifier the ship cannot be modified by multiplication | ||
+ | |||
+ | === trigger_0_plus === | ||
+ | with this modifier the ship cannot be modified (+ or -) | ||
+ | |||
+ | === trigger_-_jam === | ||
+ | if the ship is jammed, the initiative will not go back to the enemy | ||
+ | |||
+ | |||
+ | = see also = | ||
+ | [[Modulator]] | ||
+ | |||
+ | [[Category: Tactics and Warfare]] |
Latest revision as of 11:15, 28 January 2012
Most ships (and buildings) have one or several special abilities. they are defined in the battle syntax.
play a bit with the Ship Constructor to find out more
here is a list of all possible modifiers a ship can have:
Contents
jamming
some ships have the ability to jam other ships. if a ship is jammed it cannot fight anymore, and the next ship of the other player has its turn, this means, the enemy ship is treated as if it had already shot and you have the initiative back
if a ship jams an enemy ship, it puts the shoot-counter one up, so the enemy ship counts as "has already shot" the only effect that could make this ship shoot would be the ...
This list is incomplete. Please add to it, if possible.
example:
100 EMP-fighter vs 100 destroyer i.g. all destroyers are jammed this way ( exception: the player with the destroyers shoots first, then in this battle one EMP-fighter would be destroyed)
cloning
the clone ship transforms into the cloned ship, until end of combat. it has exactly the same abilitys like the original.
reconstruction
a reconstructor-ship reanimates disabled ships (ships with 0 lifepoints). ships with less lifepoints than 0 are completely destroyed and cannot be reconstruted. examples: - a destroyer that was hit by a destroyer has 0 LP and can be reconstructed - a fighter hit by an eagle (2/10) cannot be reconstructed because it has -1 lifepoint
All Effects
mod
modify ships AP and/or LP in the battle
fight
this just means that the ships fires now with it's AP.
create
creates one or more other ships (like missiles, battle drones but could also create fighters or sth. like that) and these ships appear in the specified class immediately with all their abilities (depricated syntax: 'add')
shield
moves the targetcounter of the enemy to your next ship (if all your ships are shielded or destroyed your shielded ships will not reappear for the next classbattle)
destroy
destroys a ship and leaves it with 0 LP. (it is still reconstructable this way). weakest destruction effect, destroyed ships have 0 LP and can be reconstructed
kill
destroys a ship and leaves it with -5000 LP second weakest destruction effect, killed ships cannot be reconstructed, but some ships or buildings are kill-resistent
obliterate
destroys a ship and leaves it with -5000 LP (not reconstructable). most effective destruction effect, nearly no ship is immune against that
recycle
recycles the ship like back home in the shipyard. the target is removed from the battle (obliterate-effect) but nobody wins or looses points for it
repair
repairs your ship that is the actual target of your enemy in your fleet back to full lifepoints (AP stay like they are)
shuffle
this function shuffles the battleorder of the selected class in the selected fleet. note: this is only useful, if you have created ships and you want to change the battle order that way, that they do not shoot all in one row. or if this ship is modifying ships and you want to assure, that there is another ship modified every time and not only one ship all the time. for example the l-prom (modify 10 ships by +10 in class 2 from out of class 1) needs this because otherwise it would modify the same 10 first ships in class 2 again and again. with shuffle it will modify other ships each time
sd
selfdestruction. if this ship has its turn, it selfdestructs at the end of its turn
blast
destroys already damaged ships in the specified class and fleet (like the bounty hunter)
clone
clones the enemy ship that is the actual target
steal
steals the enemy ship that is the actual target
beserk
with this option the ship will continue shooting until it is destroyed. note: only very few ships have this effect, cause this modifier should be used with care, cause it can have unpredictable loop-effects
retreat
ends the actual class battle
disable
disables all abilities of the specified ships (for example a mine deployer does not deploy its mine anymore)
evolve
this only happens at the end of the whole battle. the ship becomes the new ship.
restart
all your ships that survived so far start for another shoot (your counter is set back to your first ship). note: this modifier should be used with care, cause it can have unpredictable loop-effects
select
an effect only occurs if the target ships has less/more/equal mp/lp/ap than a specific value. if the targeted ship has less/more/equal the selected value the rest of the modifier will not be executed.
Trigger Effects
triggered ffects happen only if another ship targets the ship with an effect:
Action Triggers
trigger_hit
the following action in the battle syntax only happens right after the ship was hit by the firepower of an enemy ship
trigger_destruction
the following action in the battle syntax only happens right after the ship was hit by the firepower of an enemy ship and destroyed this way
trigger_destroy
the following action in the battle syntax only happens right after the ship was destroyed by a destroy effect
trigger_kill
the following action in the battle syntax only happens right after the ship was destroyed by a kill effect
trigger_obli
the following action in the battle syntax only happens right after the ship was destroyed by an obliterate effect
trigger_jam
the following action in the battle syntax only happens right after the ship was jammed
trigger_rec
the following action in the battle syntax only happens right after the ship was reconstructed
trigger_plus
the following action in the battle syntax only happens right after the ship was modified (both + and -)
trigger_multiply
the following action in the battle syntax only happens right after the ship was modified by any factor
trigger_repair
this adds a trigger to the ship, that causes an action you can define later, that happens if the ship is repaired
immunity-triggers
trigger_0_rec
with this modifier the ship cannot be reconstructed
trigger_0_destroy
with this modifier the ship cannot be destroyed
trigger_0_kill
with this modifier the ship cannot be killed
trigger_0_obli
with this modifier the ship cannot be obliterated
trigger_0_multiply
with this modifier the ship cannot be modified by multiplication
trigger_0_plus
with this modifier the ship cannot be modified (+ or -)
trigger_-_jam
if the ship is jammed, the initiative will not go back to the enemy