The definition for game objects that look like other people, and also for players.
The definition for a cargo hold.
The definition for any piece of Equipment
.
A definition for producing the personal armor the player wears.
The definition for an installable player utility that grants a perk, usually in exchange for stamina (energy).
Most of the definition deals with the costs of activation and operation.
The definition for an installable player utility that grants a perk, usually in exchange for stamina (energy).
Most of the definition deals with the costs of activation and operation.
When activated by the user, an activationCharge
may be deducted form that user's stamina reserves.
This does not necessarily have to be a non-zero value.
Passive implants are always active and thus have no cost.
After being activated, a non-passive implant consumes a specific amount of stamina each second.
This cost is modified by how the user is standing and what type of exo-suit they are wearing.
The durationChargeBase
is the lowest cost for an implant.
Modifiers for exo-suit type and stance type are then added onto this base cost.
For example: wearing Reinforced
costs 2 stamina but costs only 1 stamina in all other cases.
Assuming that is the only cost, the definition would have a base charge of 1 and a Reinforced
modifier of 1.
ImplantType
The definition for a personal one-time-use recovery item.
Associate an object's canned in-game representation with its basic game identification unit.
Associate an object's canned in-game representation with its basic game identification unit.
The extension of this class
would identify the common data necessary to construct such a given game object.
The converter transforms a game object that is created by this ObjectDefinition
into packet data through method-calls.
The field for this converter is a PacketConverter
, the superclass for ObjectCreateConverter
;
the type of the mutator's parameter is ObjectCreateConverter
of a wildcard tparam
;
and, the accessor return type is ObjectCreateConverter[PlanetSideGameObject]
, a minimum-true statement.
The actual type of the converter at a given point, casted or otherwise, is mostly meaningless.
Casting the external object does not mutate any of the types used by the methods within that object.
So long as it is an ObjectCreatePacket
, those methods can be called correctly for a game object of the desired type.
The definition that outlines the damage-dealing characteristics of any projectile.
The definition that outlines the damage-dealing characteristics of any projectile.
Tool
objects emit ProjectileDefinition
objects and that is later wrapped into a Projectile
object.
The definition for a seat.
An object definition system used to construct and retain the parameters of various vehicles.
An Enumeration
of a variety of poses or generalized movement.
A definition for producing the personal armor the player wears. Players are influenced by the exo-suit they wear in a variety of ways, with speed and available equipment slots being major differences.