Packages

package ballistics

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Visibility
  1. Public
  2. Protected

Type Members

  1. final case class AggravatedDamage(info: List[AggravatedInfo], effect_type: Aura, timing: AggravatedTiming, max_factor: Float, cumulative_damage_degrade: Boolean, vanu_aggravated: Boolean, targets: List[TargetValidation]) extends Product with Serializable

    Information related to the aggravated damage.

    Information related to the aggravated damage.

    info

    the specific kinds of aggravation damage available

    effect_type

    what effect is exhibited by this aggravated damage

    timing

    the timing for the damage application

    max_factor

    na (if the target is a mechanized assault exo-suit?)

    cumulative_damage_degrade

    na (can multiple instances of this type of aggravated damage apply to the same target at once?)

    vanu_aggravated

    na (search me)

    targets

    validation information indicating whether a certain entity is applicable for aggravation

  2. final case class AggravatedInfo(damage_type: vital.base.DamageType.Value, degradation_percentage: Float, infliction_rate: Long) extends Product with Serializable

    Aggravation damage has components that are mainly divided by the DamageType they inflict.

    Aggravation damage has components that are mainly divided by the DamageType they inflict. Only Direct and Splash are valid damage types, however.

    damage_type

    the type of damage

    degradation_percentage

    by how much the damage is degraded

    infliction_rate

    how often the damage is inflicted (ms)

  3. final case class AggravatedTiming(duration: Long, ticks: Option[Int]) extends Product with Serializable

    In what manner of pacing the aggravated damage ticks are applied.

    In what manner of pacing the aggravated damage ticks are applied.

    duration

    for how long the over-all effect is applied

    ticks

    a custom number of damage applications, as opposed to whatever calculations normally estimate the number of applications

  4. final case class ChargeDamage(effect_count: Int, min: StandardDamageProfile) extends Product with Serializable
  5. class InteractWithRadiationClouds extends ZoneInteraction

    This game entity may infrequently test whether it may interact with radiation cloud projectiles that may be emitted in the game environment for a limited amount of time.

  6. final case class Projectile(profile: ProjectileDefinition, tool_def: ToolDefinition, fire_mode: FireModeDefinition, mounted_in: Option[(Int, SourceEntry)], owner: SourceEntry, attribute_to: Int, shot_origin: Vector3, shot_angle: Vector3, shot_velocity: Option[Vector3], quality: ProjectileQuality = ProjectileQuality.Normal, id: Long = Projectile.idGenerator.getAndIncrement(), fire_time: Long = System.currentTimeMillis()) extends PlanetSideGameObject with BlockMapEntity with Product with Serializable

    A summation of weapon discharge.

    A summation of weapon discharge.

    profile

    an explanation of the damage that can be performed by this discharge

    tool_def

    the weapon that caused this discharge

    fire_mode

    the current fire mode of the tool used

    mounted_in

    na

    owner

    the agency that caused the weapon to produce this projectile; most often a player (PlayerSource)

    attribute_to

    an object ID that refers to the method of death that would be reported; usually the same as tool_def.ObjectId; if not, then it is a type of vehicle (and owner should have a positive seated field)

    shot_origin

    where the projectile started

    shot_angle

    in which direction the projectile was aimed when it was discharged

    shot_velocity

    the initial velocity coordinates of the projectile according to its world directions

    quality

    na

    id

    an exclusive identifier for this projectile; normally generated internally, but can be manually set (for modifying a continuous projectile reference)

    fire_time

    when the weapon discharged was recorded; defaults to System.currentTimeMillis()

    See also

    ProjectileDefinition

    ToolDefinition

    FireModeDefinition

    SourceEntry

    PlayerSource

  7. sealed trait ProjectileQuality extends AnyRef

    Projectile quality is an external aspect of projectiles that is not dependent on hard-coded definitions of the entities used to compose the projectile such as the knowlegde of the emitting Tool (weapon).

    Projectile quality is an external aspect of projectiles that is not dependent on hard-coded definitions of the entities used to compose the projectile such as the knowlegde of the emitting Tool (weapon). A flag or a damage modifier, depending on use. To the extent that it can be used as a numeric modifier, insists on defining a numeric modifier component rather to what it is trying to express. That numeric modifier does not have to be used for anything.

  8. sealed trait SameAsQuality extends ProjectileQuality

    Implement the numeric modifier with the value as one.

Value Members

  1. object AggravatedDamage extends Serializable
  2. object AggravatedTiming extends Serializable
  3. object Projectile extends Serializable
  4. object ProjectileQuality
  5. object Projectiles extends Enumeration

    An Enumeration of all the projectile types in the game, paired with their object id as the Value.

  6. case object RadiationInteraction extends ZoneInteractionType with Product with Serializable

Ungrouped