R/E String Formatting
Posted: Wed Oct 08, 2008 4:36 pm
These won't be much use to most people but they could still come in handy.
I should note that the special fields for the weapons and modules are used by multiple weapons and modules for different purposes, and I cannot list all their uses. Sorry!
~~
Sections:
section|1|2|3|4|5|6|7|8
1 = sprite name, such as spr_Section01
2 = l_colourmod, determines whether or not the section has a custom colour. 0 = default 1, 1 = default 2, 2 = default 3, -1 = custom colour
3 = l_colour, only used if l_colourmod is -1, determines colour
4 = l_hp; defines custom HP
5 = l_defhp; overrides l_hp if l_hp is set to -1
6 = angle of rotation in degrees
7 = scale on x axis; negative numbers = flipped
8 = scale on y axis; negative numbers = flipped
~~
Doodads:
doodad|1|2|3|4|5|6
1 = sprite name, such as spr_DooNoise
2 = sprite colour
3 = angle of rotation in degrees
4 = doodad start index
5 = blending mode; 0 = normal, 1 = additive
6 = doodad animation speed
~~
Weapons:
weapon|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20
1 = weapon name, like Laser or Blaster
2 = firing arc in degrees / 2
3 = pause between individual shots in a clip/mag
4 = total number of shots per clip/mag
5 = time to reload when clip/mag expires
6 = damage per shot
7 = turret HP
8 = range in pixels
9 = deviation in degrees (multiply by 2 for ingame deviation)
10 = turret turn speed
11 = custom turret name
12 = bullet colour
13 = bullet speed (used as beam duration)
14 = special 1
15 = special 2
16 = special 3
17 = special 4
18 = special 5
19 = scale on x axis
20 = scale on y axis
~~
Modules:
module|1|2|3|4|5|6|7|8|9|10|11|12|13|14
1 = module name, such as Deflector
2 = maximum energy
3 = energy regeneration per frame
4 = energy cost to activate per frame
5 = maximum activation range
6 = module custom hp
7 = module custom name
8 = special 1
9 = special 2
10 = special 3
11 = special 4
12 = special 5
13 = special 6
14 = special 7
15 = special 8
I should note that the special fields for the weapons and modules are used by multiple weapons and modules for different purposes, and I cannot list all their uses. Sorry!
~~
Sections:
section|1|2|3|4|5|6|7|8
1 = sprite name, such as spr_Section01
2 = l_colourmod, determines whether or not the section has a custom colour. 0 = default 1, 1 = default 2, 2 = default 3, -1 = custom colour
3 = l_colour, only used if l_colourmod is -1, determines colour
4 = l_hp; defines custom HP
5 = l_defhp; overrides l_hp if l_hp is set to -1
6 = angle of rotation in degrees
7 = scale on x axis; negative numbers = flipped
8 = scale on y axis; negative numbers = flipped
~~
Doodads:
doodad|1|2|3|4|5|6
1 = sprite name, such as spr_DooNoise
2 = sprite colour
3 = angle of rotation in degrees
4 = doodad start index
5 = blending mode; 0 = normal, 1 = additive
6 = doodad animation speed
~~
Weapons:
weapon|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20
1 = weapon name, like Laser or Blaster
2 = firing arc in degrees / 2
3 = pause between individual shots in a clip/mag
4 = total number of shots per clip/mag
5 = time to reload when clip/mag expires
6 = damage per shot
7 = turret HP
8 = range in pixels
9 = deviation in degrees (multiply by 2 for ingame deviation)
10 = turret turn speed
11 = custom turret name
12 = bullet colour
13 = bullet speed (used as beam duration)
14 = special 1
15 = special 2
16 = special 3
17 = special 4
18 = special 5
19 = scale on x axis
20 = scale on y axis
~~
Modules:
module|1|2|3|4|5|6|7|8|9|10|11|12|13|14
1 = module name, such as Deflector
2 = maximum energy
3 = energy regeneration per frame
4 = energy cost to activate per frame
5 = maximum activation range
6 = module custom hp
7 = module custom name
8 = special 1
9 = special 2
10 = special 3
11 = special 4
12 = special 5
13 = special 6
14 = special 7
15 = special 8