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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- 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 | ||
+ | |||
+ | == 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 | ||
+ | |||
+ | == reconst == | ||
+ | reconstructs a ship | ||
+ | |||
+ | == 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) | ||
+ | |||
+ | == kill == | ||
+ | destroys a ship and leaves it with -5000 LP (not reconstructable) but some ships/buildings are immune against \'kill\' | ||
+ | |||
+ | == obliterate == | ||
+ | destroys a ship and leaves it with -5000 LP (not reconstructable) nearly no ship is immune against that | ||
+ | |||
+ | == recycle == | ||
+ | recycles the ship like back home in the shipyard. the target is removed from the battle 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 | ||
+ | |||
+ | == jam == | ||
+ | jams a ship, this means, the enemy ship is treated as if it had already shot and you have the initiative back | ||
+ | |||
+ | == sd == | ||
+ | \'selfdestruct\' | ||
+ | |||
+ | == 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: 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 = | ||
+ | |||
+ | == 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 | ||
+ | |||
+ | == trigger_hit == | ||
+ | this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was hit by the firepower of an enemy ship | ||
+ | |||
+ | == trigger_destruction == | ||
+ | this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was hit by the firepower of an enemy ship and destroyed this way | ||
+ | |||
+ | == trigger_destroy == | ||
+ | this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was destroyed by a \'destroy\' effect | ||
+ | |||
+ | == trigger_kill == | ||
+ | this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was destroyed by a \'kill\' effect | ||
+ | |||
+ | == trigger_obli == | ||
+ | this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was destroyed by an \'obliterate\' effect | ||
+ | |||
+ | == trigger_jam == | ||
+ | this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was jammed | ||
+ | |||
+ | == trigger_rec == | ||
+ | this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was reconstructed | ||
+ | |||
+ | == trigger_plus == | ||
+ | this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was modified (both + and -) | ||
+ | |||
+ | == trigger_multiply == | ||
+ | this adds a trigger to the ship, that causes an action you can define later, that would happen 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 |
Revision as of 18:26, 23 August 2007
Contents
- 1 jamming
- 2 cloning
- 3 reconstruction
- 4 All Effects
- 5 Trigger Effects
- 5.1 trigger_0_rec
- 5.2 trigger_0_destroy
- 5.3 trigger_0_kill
- 5.4 trigger_0_obli
- 5.5 trigger_0_multiply
- 5.6 trigger_0_plus
- 5.7 trigger_-_jam
- 5.8 trigger_hit
- 5.9 trigger_destruction
- 5.10 trigger_destroy
- 5.11 trigger_kill
- 5.12 trigger_obli
- 5.13 trigger_jam
- 5.14 trigger_rec
- 5.15 trigger_plus
- 5.16 trigger_multiply
- 5.17 trigger_repair
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:
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 clodes 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
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
reconst
reconstructs a ship
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)
kill
destroys a ship and leaves it with -5000 LP (not reconstructable) but some ships/buildings are immune against \'kill\'
obliterate
destroys a ship and leaves it with -5000 LP (not reconstructable) nearly no ship is immune against that
recycle
recycles the ship like back home in the shipyard. the target is removed from the battle 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
jam
jams a ship, this means, the enemy ship is treated as if it had already shot and you have the initiative back
sd
\'selfdestruct\'
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: 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
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
trigger_hit
this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was hit by the firepower of an enemy ship
trigger_destruction
this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was hit by the firepower of an enemy ship and destroyed this way
trigger_destroy
this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was destroyed by a \'destroy\' effect
trigger_kill
this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was destroyed by a \'kill\' effect
trigger_obli
this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was destroyed by an \'obliterate\' effect
trigger_jam
this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was jammed
trigger_rec
this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was reconstructed
trigger_plus
this adds a trigger to the ship, that causes an action you can define later, that would happen right after the ship was modified (both + and -)
trigger_multiply
this adds a trigger to the ship, that causes an action you can define later, that would happen 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