Load Ship Data

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This is psuedo code detailing the order of events when a ship is loaded into the VCR

' Stormer Glory Device
If Glory Device is armed
  If Ship is hull 42 or 43
    If Ship is owned by Stormer 
      Ship set to enter combat at 30000 

' Combat Speed
v = 6 - hull mass / 100
v minimum of 0
v increased by hull max speed / 40
If Ship is alien hull
  v reduced to 70%
Combat Speed set to v
 
Set part modifiers
If Ship is alien hull
  Modlife doubled (0 = 100)
  Modsys doubled (0 = 100)
  Modparts doubled (0 = 100)
  Modparts doubled (0 = 100)
  Powerlimit reduced to 70%
  Softspot = 2x + 1
Powerlimit max of 30,000 

' IMT bonus for Ram setting
If Ship is owned by IMT
  If Ship is set to Ram
    Ship Attack increased by 40

' Alien hulls
If Ship is Alien Hull
  Ship Attack set to 60%
  Ship Evasion set to 60%

' Exotic Tech Boni
If Ship is NOT alien hull
  Ship Attack increased by sum of Battle Computer ET
  Ship Evasion increased by sum of Jammer ECM ET
  Player SOvercharge set to sum of Small Weapon Overcharger ET   
  Player SMagnum set to sum of Small Weapon Magnum ET 
  Player LOvercharge set to sum of Large Weapon Overcharger ET
  Player LMagnum set to sum of Large Weapon Magnum ET
  Ion Deflector Checked   
  PD Boost Checked 

' Shield Limit and Scotty Bonus
Shield limit set to Hull Shield limit
If Ship is not owned by Fed
  Shield limit set to Ship Shield limit.

Load Crew, Troop, Colonists and HG 

Load Weapons
' Disable 40% PD on Alien hulls
For each PD
  If Ship is alien hull
    If RND < .4
      Weapon is removed for length of combat
' Disable 40% Large Weapons on Alien hulls and all that are too heavy  
For each Large Weapon on Ship
  If Ship is Alien Hull
    If RND < .4
      Weapon is removed for length of combat
    If Weapon is heavier than Ship maximum
      Weapon is removed for length of combat
' Disable 40% Small Weapons on Alien hulls
For each Small Weapon
  If Ship is alien hull
    If RND < .4
      Weapon is removed for length of combat

Load Generator
Load SuperWeapon 

' Lack of Crew -> Disable some Weapons
If Ship has < 1/2 Crew
  Odds = 0.5 - Crew / (Crewsize + 1)
  For each PD on Ship
    If RND < Odds
      Weapon is removed for length of combat
  For each Small Weapon on Ship
    If RND < Odds
      Weapon is removed for length of combat
  For each Large Weapon on Ship
    If RND < Odds
      Weapon is removed for length of combat
  For each Generator on Ship
    If RND < Odds
      Generator is removed for length of combat
  SuperWeapon is removed for length of combat

' Disable Super Weapon on Alien hulls (40% chance)
If Ship is alien hull
  If RND < .4
    SuperWeapon is removed for length of combat

Load Fuel
Load Ord
Load Repair
Load HyperDrive
Load Engines
Load existing Damage (in 1/10 units, 1000 = 100%)
Load Armor
Load Hull Plans
Load Command Codes

Some Reg Key Error check that seriously damages hull and shield  (Old Tim Continuum?!)

' Raise Shields
If System damage < 90% AND Shield damage < 100%
  Shield set to Ship max Shield
  Shield reduced by Shield % damage
  Shield maximum of Shield limit
  If Ship is alien hull
    Shield reduced to 70%.
If Ship is owned by Evil Empire
  If Ship is Evil Empire hull
    v = Shield / 2  (will be used to give 1.5x bonus)
  If Ship is Gorbie
    v = Shield * 2  (will be used to give 3x bonus)
If Ship is NOT alien hull
  v is increased by sum of Agnonic Emitter ET
If Ship Fuel < 2
  If Ship Tank > 1
    Shield set to 0

' Captured Lizard hull
If Ship is Lizard hull
  If Ship is NOT owned by Lizards
    Modparts increased by 100  (after alien hull doubling)

' Captured Evil Empire hull
If Ship is EE hull
  If Ship is NOT owned by EE
    Shield and Shield Limit reduced to 25%

//Stormer Ill Wind
If Ship is hull 38
  If Ship is owned by Stormer
    modParts maximum of 30
    AttackMod minimum of 251

' Aczanny Evasive Bonus
If Ship is owned by Aczanny
  Evasion increased by (Engine / 5) + ((1 + hull mass) / 200)^2
  //Aczanny alien hull penalty
  If Ship is NOT Aczanny Hull
    Shield and Shield Limit reduced to 1
    Armor reduced to 1
    modParts = 500

' Chunnel reduces Shields
If Ship Chunneled this turn
  Shield reduced to 50%

Load Happy, Skill, Experience
Load Targets and Attack Settings
Load Badstuff (Such as Holodeck Accidents, Bionock Leeches, etc; no effect, as of yet)
' Current Badstuff is Holodeck Accidents, Bionock Leeches, Computer Virus, Destructive Nanites
' Rygillian Fever, Plasma Fire, Alien Monsters and Implants
' These currently have no effect.

' Scavenger Specials
If Player has Scavenger Special bit on.
  Turn on Junk collection
  Turn on Small Weapon Overcharge (+100% Shield drain)

' Crystal Specials
If Ship owned by Crystal
  If Ship is Crystal hull
    Crystal shield set to take special Shield Drain.

' Fed High Guard
If Ship is owned by Feds
  If Ship High Guard > 0
    Fed High Guard Powers activated

' Cloaking Bonus
If Ship can Cloak
  If Ship has Stealth < 60
  ' This looks like it is checking the hull stat, and not the current Sensor Image
  Cloaker Bonus energy boost activated.

' Stormer and UEA modifications
If Ship is owned by Stormer
  If Ship is Stormer Hull
    Stormer Boost Active (+300 Armor Arc, +3 LW Blast)
If Ship is owned by UEA
  UEA weapon modifications

' Coalition Target Enhancers
If Ship is Hull 520, 521, 523, 524, 525 (Coalition Target Enhancer)
  If Ship is NOT alien hull
    If Ship Fuel > 40
      Target Enhancer active
      Fuel reduced by 30

' Privateer Ship
If Ship is Privateer Hull (not including Freighters)
  If Ship is in Combat at the start
  ' I don't think this applies to Second Wave ships
    Ship flagged to deal bonus Privateer damage

' Coalition Bio Computer
IF Ship owned by Coalition
  If Ship is Lotus Class Pursuit Ship
    If Ship Med Units >= 4
      If Ship High Guard > 0
        Ship Attack increased by 100
        Ship Evasion increased by 50

If Ship is in Combat at the start
' I don't think these apply to Second Wave ships
  ' Hive Mind
  If Ship is X. 240 Comb Class Escort (518)
    Hivemind count increased by 1
  If Ship is X. 1260 Royal Class Heavy Cruiser (519)
    Hivemind count increased by 1
  ' Hivemind is a single total for all players
  Hivemind maximum of 10

  ' SuperWeapon Jammer
  If Ship is Aurora Class Flagship (525)
    SuperJam bit set

  ' Solar Gamma Ray
  If Ship has Solar Gamma Ray
    Solar Gamma Ray source set to this Ship
    ' Could be misreading this.  What happens when more than one Player has this device?
' Diamond Flame
If Ship is Diamond Flame (58)
  Armor set to 550
  Armor Limit set to 850
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