Login
User Name:

Password:



Register

Forgot your password?
Hi - Clean SmaugFuss map/description issue..
Dec 15, 2024 7:29 pm
By Samson
AFKMud 2.2.4
Dec 10, 2024 4:09 pm
By Samson
I3 and IMC
Dec 8, 2024 6:35 pm
By Remcon
Ubuntu 22.04.5 LTS
Dec 5, 2024 5:10 pm
By Remcon
SmaugFUSS 1.8/1.9
Nov 29, 2024 11:46 am
By Remcon
SWFOTEFUSS 1.5.1
Author: Various
Submitted by: Samson
SWRFUSS 1.4.1
Author: Various
Submitted by: Samson
SmaugFUSS 1.9.5
Author: Various
Submitted by: Samson
AFKMud 2.2.4
Author: AFKMud Team
Submitted by: Samson
LOP 1.5
Author: Remcon
Submitted by: Remcon
Users Online
AhrefsBot, Google, DotBot

Members: 0
Guests: 50
Stats
Files
Topics
Posts
Members
Newest Member
494
3,808
19,707
588
Mortrex

Today's Birthdays
There are no member birthdays today.
» SmaugMuds » Codebases » SWFOTE FUSS » Ship Prototype Cheatsheet
Forum Rules | Mark all | Recent Posts

Ship Prototype Cheatsheet
< Newer Topic :: Older Topic >

Pages:<< prev 1 next >>
Post is unread #1 May 2, 2011 8:15 am   
Go to the top of the page
Go to the bottom of the page

Gage
Fledgling
GroupMembers
Posts17
JoinedMay 2, 2011

 
I wrote this up a few years ago while I was setting up about 50+ ships for a game I was running. Game is gone, but I still have the proto files and this guy.

#HEADER
Name 		Name of the Ship
Sname 		Short Name (3 letters)~
NumRooms 	How many rooms will this ship take up
Cost 		How much does the ship cost
Class 		The style of the ship (see below)
Tractor 	1 is yes, 2 is no
primaryType 	The type of primary beam weapon (see below)
primaryCount 	How many of the primary weapon are available
secondaryType 	The type of secondary beam weapon (see below)
secondaryCount 	How many of the secondary weapon are available
RangeWeapons0 	How many Missiles are in the tubes.
RangeWeapons1 	How many Torpedos are in the tubes.
RangeWeapons2 	How many Rockets are in the tubes.
Hull 		outer strength of the ship, at 0 it will explode in space.
Shields 	power of the shields (similar to hull)
Energy 		Speed + Manuever + Shields x (fighters-5 / midships-10 / capitals / 20)
Chaff 		How much chaff does the ship have.
Maxbombs 	Number of planet bombs (for clans only mostly)
Speed 		number from 15 for capitals to 100 for ultra-fast ships.
Hyperspeed 	3- average, 2 fast, 1- ludicrous
Manuever 	Ships Manueverability
Turrets 	Does the ship have turrets (must have a room for them below)
Mods 		No. of modules the ship can hold.
Clan 		Specific Clan (Their Full Name)~
End	
	
#ROOMS	
	
#ROOM	
	
RoomNum 	The Room No (starts with 1)
Name 		The Ships's Name~
Desc 		The Description they see when they look.~
Flags 		indoors spacecraft nomob~
Tunnel 		No. of people allowed in this room.
Exits0 		Exit going North
Exits1 		Exit going East
Exits2 		Exit going South
Exits3 		Exit going West
Exits4 		Exit going Up
Exits5 		Exit going Down
Exits6 		Exit going NE
Exits7 		Exit going NW
Exits8 		Exit going SE
Exits9 		Exit going SW
Exflags0 	0 (The Exflags here are in the directions listed above.  You will need to put the numerical data here, not the flag names.)
Exflags1 	0
Exflags2 	0
Exflags3 	0
Exflags4 	0
Exflags5 	0
Exflags6 	0
Exflags7 	0
Exflags8 	0
Exflags9 	0
Keys0 		0 (Resist the urge to use keys. Ships don't make objects so these wouldn't work well)
Keys1 		0
Keys2 		0
Keys3 		0
Keys4 		0
Keys5 		0
Keys6 		0
Keys7 		0
Keys8 		0
Keys9 		0
RoomType 	This defines the type of room this is in the ship. (see below)
Rprog0 		~ (Rprogs in this case are just a list of room programs. These may be very fun if you play them right)
Rprog1 		~
Rprog2 		~
Rprog3 		~
Rprog4 		~
Rprog5 		~
Rprog6 		~
Rprog7 		~
Rprog8 		~
Rprog9 		~
Reset0 		~ (Again, avoid using these if you can. Though they may be fun for a small shop on a larger ship.)
Reset1 		~
Reset2 		~
Reset3 		~
Reset4 		~
Reset5 		~
Reset6 		~
Reset7 		~
Reset8 		~
Reset9 		~
End	
#ENDROOMS	
#END


Ship Classes
1 Starfighter
2 Bomber
3 Shuttle
4 Freighter
5 Frigate
6 Troop Transport
7 Corvette
8 Cruiser
9 Dreadnaught
10 Star Destroyer
11 Space Station
12 Land Vehicle


Weapon Types
1 Single-Laser Cannon
2 Dual-Laser Cannon
3 Triple-Laser Cannon
4 Quad-Laser Cannon
5 Autoblaster Turret
6 Heavy Laser Cannon
7 Light Ion Cannon
8 Repeating Ion Cannon
9 Heavy Ion Cannon


Room Types
Cockpit
Entrance
Hanger 1
Hanger 2
Hanger 3
Hanger 4
Engine Room
Pilot Seat
Co-Pilot Seat
Navigator Seat
Gunner's Seat
Turret 1
Turret 2
Turret 3
Turret 4
Turret 5
Turret 6
Turret 7
Turret 8
Turret 9
Turret 10
Null Room

Post is unread #2 May 2, 2011 4:21 pm   
Go to the top of the page
Go to the bottom of the page

ayuri
Magician
GroupMembers
Posts239
JoinedJun 13, 2008

 
Hey, thanks for posting this. I'm sure a lot of people will find this helpful. I know I did in years past, just wish I grabbed a copy.

As to keys in shipfiles you can use it, but you have to be careful. The key is tied to the roomvnum (if I remember right).

Example key structure (I hope been a while so going from memory)
#KEYS

#KEY
KeyNum         1
Name           access key~
Desc           The access key to $SN$.~
Shortdesc      The access key to $SN$.~
End

#ENDKEYS

The room that would be using the key is:
#ROOM
RoomNum           4
Name              A Small Cross Way~
Desc              To the south, the entrance. The west, a loud noise and a good smell. To the north, another hallway. To the east, ah who cares about the east. Maybe you should go explore it.~
Flags             indoors spacecraft nomob prototype~
Tunnel            315
Exits0       3
Exits1       6
Exits2       5
Exits3       9
Exits4       0
Exits5       0
Exits6       0
Exits7       0
Exits8       0
Exits9       0
Exflags0     0
Exflags1     0
Exflags2     8389671
Exflags3     0
Exflags4     0
Exflags5     0
Exflags6     0
Exflags7     0
Exflags8     0
Exflags9     0
Keys0        0
Keys1        0
Keys2        1
Keys3        0
Keys4        0
Keys5        0
Keys6        0
Keys7        0
Keys8        0
Keys9        0
RoomType          22
Rprog0        ~
Rprog1        ~
Rprog2        ~
Rprog3        ~
Rprog4        ~
Rprog5        ~
Rprog6        ~
Rprog7        ~
Rprog8        ~
Rprog9        ~
Reset0        ~
Reset1        ~
Reset2        ~
Reset3        ~
Reset4        ~
Reset5        ~
Reset6        ~
Reset7        ~
Reset8        ~
Reset9        ~
End


NOTE: The above creates a key assigned to the object part of shipvnum.are where room4 is stored. So, if the ship took up vnums 1 - 30, vnum4 would have room data and obj data. An imm at that point would need to oinv to create the key and give to a player.

But its a lot more trouble than its worth IMO.

The list of roomtypes Gage posted above starts at 1 and works its way to 22. So, keep that in mind, as far as I know you can't just define a room as 'entrance', it would have to have a numeric value of 2.
Roomtype of 22 (null room) is your standard corridor/captains bunk/whatever - no windows, no special abilites must be used for all rooms not listed above.

For all you shipbuilders out there I suggest you take a look at a 1 room ship, a 2 room ship and then something like the stock yt-1300 and see how it works.

Good luck,
auyir

Pages:<< prev 1 next >>