Difference between revisions of "Special ship abilities"

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(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
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= All Effects =
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== 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
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 +
== 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)
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 +
== destroy ==
 +
destroys a ship and leaves it with 0 LP. (it is still reconstructable this way)
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 +
== kill ==
 +
destroys a ship and leaves it with -5000 LP (not reconstructable) but some ships/buildings are immune against \'kill\'
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 +
== obliterate ==
 +
destroys a ship and leaves it with -5000 LP (not reconstructable) nearly no ship is immune against that
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 +
== 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
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 +
== 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
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== jam ==
 +
jams a ship, this means, the enemy ship is treated as if it had already shot and you have the initiative back
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== sd ==
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\'selfdestruct\'
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== blast ==
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destroys already damaged ships in the specified class and fleet (like the bounty hunter)
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== clone ==
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clones the enemy ship that is the actual target
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== steal ==
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steals the enemy ship that is the actual target
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== beserk ==
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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
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 +
== retreat ==
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ends the actual class battle
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== disable ==
 +
disables all abilities of the specified ships (for example a mine deployer does not deploy its mine anymore)
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== evolve ==
 +
this only happens at the end of the whole battle. the ship becomes the new ship.
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== 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.
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= Trigger Effects =
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== trigger_0_rec ==
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with this modifier the ship cannot be reconstructed
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== trigger_0_destroy ==
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with this modifier the ship cannot be destroyed
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== trigger_0_kill ==
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with this modifier the ship cannot be killed
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== trigger_0_obli ==
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with this modifier the ship cannot be obliterated
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== trigger_0_multiply ==
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with this modifier the ship cannot be modified by multiplication
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== trigger_0_plus ==
 +
with this modifier the ship cannot be modified (+ or -)
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== trigger_-_jam ==
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if the ship is jammed, the initiative will not go back to the enemy
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== 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
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== trigger_destruction ==
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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
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== 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
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 +
== 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

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