All Classes and Interfaces

Class
Description
 
 
 
 
 
 
 
 
Assumes BeginMission false was called earlier.
Usage: AbortWait $waitHandle
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Not related to sensor ghosts OR IS IT
 
 
 
Assumes BeginMission false was called earlier.
 
 
 
 
ActivateAbility
 
 
AddAbility
AddBarEvent
 
 
AddCommodity
AddCredits
"I'll buy you a pint on coatl station"
 
 
Per month can be negative.
AddPotentialContact
Icon id is under raidObjectives in settings.json.
 
 
First param is one of: RESOURCES WEAPONS FIGHTER_CHIP SPECIAL SPECIAL catalytic_core 1 SPECIAL ship_bp paragon 1 WEAPONS ionpulser 1 AddRemoveAnyItem
AddRemoveCommodity
 
AddShip
RemoveShip
Gives the player the specified number of story points.
 
AddTextSmall "text OR text OR text"
AddXP
AdjustRep
AdjustRepActivePerson
AdjustRepActivePerson
 
 
 
Only supported when added to a ShipAPI, not to CombatEngineAPI.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
NotifyEvent $eventHandle
 
 
 
 
 
 
 
 
 
 
 
AnyNearbyFleetsHostileAndAware
ApplyCRDamage ApplyCRDamage $entity.fleetPoints 0.2 1 "Vindictive search" The first param is the base number of fleet points for the amount of CR damage to do - so, for an inspection it's based on the fleet points of the inspecting fleet, but it could also just be a flat number, or based on the player fleet if we wanted something like "half your ships take CR damage" The second param is the multiplier for that number (basically, making up for the fact that you can't say "$fleetPoints * 0.2" in rules - so the multiplication happens inside the command.
 
 
 
ArePatrolsNearby
 
 
IMPORTANT: will be multiple instances of this, one for the the OnFire (per weapon) and one for the OnHit (per missile) effects.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
BarCMD
 
 
 
 
 
 
 
 
 
 
 
 
 
Unused.
 
 
 
 
 
 
Extend this class instead of implementing CampaignPlugin for convenience if you do not intend to implement all the methods.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Ability that's turned on and then plays out until it's finished.
 
 
 
 
 
For capital-E "Events" with a progress bar, Outcomes, contributing factors, and so on.
 
Just a data holder for display purposes in the BaseEventIntel UI.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Requires corresponding entry in condition_gen_data.csv.
 
 
 
 
A base event factor with added code for managing multiple hostile activity causes.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Default spawn rate is on average one fleet every month.
 
 
 
NOT transient, tracks days active, and adds/removes itself as MarketImmigrationModifier if the deriving class implements that interface.
 
 
 
 
 
Extend this class instead of implementing ModPlugin for convenience if you do not intend to implement all the methods.
 
 
 
 
 
No visuals - meant to be used in conjunction with the various LocationAPI.addRingBand() methods.
 
 
 
 
 
 
 
Base class.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Ability that can be toggled on and off.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Person must have been added to SectorAPI.getImportantPeople().
Assumes active person is the mission giver.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The bounds HAVE to be a polygon - can't just be a disconnected set of segments.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Call $reference
Use "Call" instead; same functionality, more accurate and shorter name.
 
 
 
 
 
 
 
 
"Event" in the sense of something noteworthy happening, not just actual "events" from events.json.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
IsSeenByPatrols
 
 
 
 
 
 
 
NotifyEvent $eventHandle
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
CESetHidden <true|false>
 
 
 
 
 
 
 
 
 
 
 
CheckSetting <boolean setting in settings.json>
 
 
 
 
 
Super unused.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
For the codex entries that require a listener of some type to unlock.
 
 
 
Bin-lattice with combat entities - ships, missiles, asteroids, projectiles, beams, etc - sorted into buckets based on their location.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Covers the map plus a 100 pixel area around it.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
NotifyEvent $eventHandle
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The goal of this AI is *not* to make optimal decisions for when to use the system, and the system stats are not balanced for that.
 
 
 
 
 
 
 
 
 
 
 
Called from BattleAutoresolverPluginImpl, a different implementation of that plugin is not obligated to call these methods or use the same data structures.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The effect for the Cryoflamer, which was at one point called "Cryoflux...".
 
UNUSED, not related to CryofluxTransducerEffect.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
When adding to a ship, add to the ship dealing the damage, NOT the one taking the damage.
 
 
 
When adding to a ship, add to the ship taking the damage, NOT the one dealing it.
 
 
 
 
 
 
 
 
 
ActivateAbility
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Used in combat to relate a deployed ship or fighter wing to the associated FleetMemberAPI.
 
 
 
 
 
 
 
 
 
 
 
 
 
DespawnEntity Copyright 2015 Fractal Softworks, LLC
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Picks a star system near the player meeting certain criteria and spawns certain types of fleets there, but outside the player's vision.
 
Adds the following types of fleets: 1) Occasional pather fleet in hyper around a populated system 2) A few more in and around systems with pather/church presence
Adds the following types of fleets: 1) Weak pirates to any nearby populated system, sometimes.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
NotifyEvent $eventHandle
 
 
 
 
DoCanAffordCheck
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Usage: AbortWait $waitHandle
 
 
 
 
 
 
Like the Threat one: Doesn't care about command points etc, just functions in a different way.
 
Not actually used - see DwellerCMD; that's used instead.
Required for Shrouded Dweller "ships" - spawns combat entities for custom rendering etc.
 
 
 
 
 
Mutable stats that are created on-demand when they're needed, unlike the "standard" stats that have to be hardcoded.
 
 
 
 
Called whenever economy data is recalculated, i.e.
 
 
 
 
Only called when time passes, i.e.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Implementations should generally avoid using member variables since instances will be shared across saves.
 
 
 
 
 
 
 
 
 
 
 
 
 
Probability = 1 means event is guaranteed to occur next time it's checked for.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
See: BaseSalvageSpecial.setExtraSalvage() etc.
 
 
 
 
 
 
 
 
HostileFleetNearbyAndAware
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Used for the Hull Restoration skill, but keeping the name for save compatibility.
 
 
 
 
 
 
 
 
 
 
Only applies when added to MutableShipStatsAPI, not to ShipAPI or the combat engine.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Variables set in memory that indicate certain decisions or behaviors of the AI.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This, and any FleetEncounterContext code that uses this, is only used for battles involving the player, and not AI vs AI autoresloved ones.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
NOT ACTUALLY USED - see FleetLog.java instead.
Implements EveryFrameScript because of deriving from BaseIntelPlugin, but not actually expected to be added as a script to anything unless that's necessary for the specific subclass.
 
 
 
 
 
 
 
 
 
 
Can only be added to the combat engine, not to specific ships; won't do anything in the latter case.
 
 
Whether a fleet member is a stand-alone ship or a wing of fighters.
 
 
Parameters for generic fleet creation.
Parameters for generic fleet creation.
Defines a side in a mission.
Unused.
 
 
NOT USED, UNFINISHED.
 
 
 
 
 
 
Meant to simulate brightness pattern of a lightning strike.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Hullmod that creates a fragment swarm around the ship.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Does not start an actual conversation, but does set them as the active person (so $heOrShe etc tokens work)
 
 
 
 
 
 
NotifyEvent $eventHandle
 
 
 
 
NotifyEvent $eventHandle
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Direction to go in is fixed when behavior starts.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Not fully implemented.
 
 
 
 
 
 
 
Does not start an actual conversation, but does set them as the active person (so $heOrShe etc tokens work)
 
 
 
 
GiveOtherFleetAssignment
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
For hostile activity ("HA") related tasks.
 
 
 
 
 
 
Deprecated.
 
HailPlayer Equivalent to: AddText "You're being hailed by the $faction $otherShipOrFleet." $faction.baseColor $hailing = true 0 The latter changes the "open comm link" text to a yellow "accept the comm request".
 
 
 
 
 
 
Of the local market's faction, if any.
 
 
 
Unlike HasslePlayerScript, this is a fleet-fleet interaction and needs to be initiated by some other script.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
HighlightComms Changes the "open comm link" option to a yellow color.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
There can be multiple "causes" for the same type of hostile activity.
There can be multiple "causes" for the same type of hostile activity.
 
 
 
 
 
 
 
HostileFleetNearbyAndAware
 
For Hyperspace Topography ("HT") related tasks.
 
Deprecated.
 
 
 
 
Hyperspace Topography event progress point values
 
 
 
 
 
 
 
Hub missions should generally extend this class.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The methods/classes defined in this class could easily be in BaseHubMission instead; this class exists purely for organizational purposes.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Person must be "important", i.e.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Should not use this for player fleet since that entity can change if it respawns.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Should add this to a ship where possible instead of the engine as performance will be better.
Note: the effect class is instantiated once per application session.
Implement this in addition to HullModEffect, not by itself.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
gte = greater than or equals ImportanceAtLeast $importance test
 
 
 
 
 
IncreaseSmugglingSuspicion An amount of 1 is maxed-out suspicion.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The values returned by the LWJGL input library for the mouse buttons.
 
 
 
Very important for implemenations of this to not store *any* references to campaign data in data members, since this is stored in a static map and persists between game loads etc.
 
 
 
 
Lower-tier shown first.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Should only be used if started directly (not via probability), as that's the only way the investigation parameters can be set.
 
 
 
 
 
 
 
 
 
IsSeenByAnyFleet
IsSeenByPatrols
IsSoughtByPatrols
 
 
 
 
 
 
 
 
 
KantaCMD
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
LPTitheCalc
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Issues: The dialog greeting text is still the same They still try to engage in toll collection NOT CURRENTLY USED, SHOULDN'T BE AS IT DOESN'T WORK MakeNearbyFleetsHostile <optional: also know player identity regardless of transponder, defaults to false>
MakeNearbyFleetsNonHostile
OpenCoreTab <optional: onlyShowTargetTabShortcut>
Doesn't matter unless the other fleet is also hostile or preventing disengage.
Doesn't matter unless the other fleet is also hostile or preventing disengage.
 
MakeOtherFleetAvoidContact Copyright 2015 Fractal Softworks, LLC
MakeOtherFleetDoThing Copyright 2015 Fractal Softworks, LLC
MakeOtherFleetGoAway Copyright 2015 Fractal Softworks, LLC
 
 
 
 
 
 
Prevents disengaging by player even if not hostile.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
DO NOT store references to market connections, as the actual connection may not be persisted and a copy saved through a reference may not be the "real" connection after a savegame is loaded.
 
 
Does not start an actual conversation, but does set them as the active person (so $heOrShe etc tokens work)
 
 
Does not start an actual conversation, but does set them as the active person (so $heOrShe etc tokens work)
 
 
 
 
 
Variable names for stuff stored in memory that: 1) Generally is used more than once in code, so it's convenient to track from here.
 
 
 
 
 
 
 
 
For campaign messages that show up in the lower-left corner, but are not tied to an actual piece of intel.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
NOTE: An implementation of this should almost always also implement GuidedMissileAI, this is required for the missile to be properly affected by flares.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Used by the MissionDefinition.java script to create the contents of a mission.
Must be implemented by the MissionDefinition.java scripts that create missions.
 
 
 
What additionally defines a MissionHub is that it must support certain actions in its callEvent() method; see BaseMissionHub for details.
MissionHubCMD
 
 
 
 
 
 
NOTE: Instead of implementing this interface, extend BaseModPlugin instead. A new instance of a mod's modPlugin class will be created when the game starts.
 
 
Assignment module: keeps track of assignments and when they are completed (due to time or proximity), doesn't do any thinking.
 
Financial data node for a monthly income/expenses report.
 
 
 
 
 
 
 
Can pass in an invalid person ID to use the active person instead.
 
WARNING Do not store campaign data in data members of an implementation of this interface.
 
WARNING Do not store campaign data in data members of an implementation of this interface.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Called when tooltip info about how far a location is/how much fuel/time it takes to get there is created.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
"X new items" or whatnot message.
Not actually used.
NGCAddCargo
NGCAddAptitudePoints
NGCAddCredits
$ngcAddOfficer $ngcSkipTutorial
NGCAddShip
NGCAddShip
$ngcAddOfficer $ngcSkipTutorial
NGCCanSkipTutorial
NGCDone
NGCRemoveCargo
NGCAddShip
NGCSetAptitude
NGCSetCustom
NGCSetDifficulty <difficulty, EASY | NORMAL>
NGCSetSkill
NGCSetStartingLocation
NGCSetDifficulty <difficulty, EASY | NORMAL>
 
 
 
Copyright 2022 Fractal Softworks, LLC
 
 
 
 
 
NotifyEvent $eventHandle
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
OpenCoreTab <CoreUITradeMode (optional)>
 
OpenCoreTab <CoreUITradeMode (optional)>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The way to provide custom params is to have a derived class that sets p = in its constructor.
 
 
 
 
 
 
 
 
 
 
Simple container class for a pair of items.
 
 
 
 
 
 
 
 
 
 
Pauses all music, custom or otherwise.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Note: if person id, tagsAll, tagsAny, and tagsNotAny are all blank, the mission will not be offered by any contact without specific scripting to make it so (via BeginMission, etc).
 
 
 
 
 
 
 
 
 
 
 
 
 
OpenCoreTab <CoreUITradeMode (optional)>
 
 
Deprecated.
 
 
Variable names for stuff stored in memory that: 1) Generally isn't used in rules.csv (but might occasionally be) 2) Generally is used more than once, so it's convenient to track from here
 
 
 
 
 
 
 
 
 
 
Unused.
 
 
 
 
 
 
 
 
For planetkiller ("PK") related tasks.
 
 
PLAddEntry
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The accept() method needs to be FAST.
 
 
 
 
 
 
Plays custom music with the provided ID.
 
 
 
 
 
 
 
 
PlayerFleetHasShipWithId
PlayerFleetHasShipWithId
 
 
 
 
 
 
 
PlayerHasCargo <cargo id - commodity, weapon, fighter, special item> <optional: quantity, default 1>
 
 
 
 
 
 
 
 
 
The sound should be stereo.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
NotifyEvent $eventHandle
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
IMPORTANT: will be multiple instances of this, as this doubles as the every frame effect and the on fire effect (same instance) But also as the visual for each individual shot (created via onFire, using the non-default constructor)
 
 
IMPORTANT: will be multiple instances of this, as this doubles as the every frame effect and the on fire effect (same instance) But also as the visual for each individual shot (created via onFire, using the non-default constructor)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
SetActiveMission $missionEventHandle
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
RemoveBarEvent
AddRemoveCommodity
RemoveContact
 
RemoveShip
PlayerFleetHasShipWithId
RemoveShipWithId
 
RepairAll <useSupplies, true by default> Copyright 2017 Fractal Softworks, LLC
 
 
 
 
 
 
gte = greater than or equals RepGTE RepLevel
RepIsAtBest RepLevel
RepIsAtWorst RepLevel
 
lte = less than or equal RepLTE RepLevel
 
Trade, time-based rep decay, rep from combat w/ enemies of faction fought against.
 
 
 
 
 
 
 
 
Sets active person to null.
 
 
 
Restores visual saved by SaveCurrentVisual.
Ends custom music playback and restarts whatever the default music would be.
 
 
 
 
Colors are: beam fringe color, for beam fringe and emp arcs beam glow color (beam weapon glow) mine glow color (border around core of explosion, also pings?) mine ping color (should be same as glow color) explosion undercolor (specified in code only) color subtracted around source of beam (code only)
 
 
 
Multiple instances of this plugin - one for every projectile (on hit), and one for each weapon.
 
 
IMPORTANT: will be multiple instances of this, one for the the OnFire (per weapon) and one for the OnHit (per torpedo) effects.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
RollProbability
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
SalvageDefenderInteraction
NotifyEvent $eventHandle
 
 
 
 
Actually just generates automated defenses, not salvage.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
SalvageSpecialInteraction
 
 
 
 
 
 
 
 
 
 
 
 
 
Saves current visual so it can be restored using RestoreCurrentVisual.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Note: generics can not be used in scripts.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
SetActiveMission $missionEventHandle
SetCodexEntryId Sets the id of the entry to show when the Codex is opened, with an expiration of 0.
SetColor $variable color
 
 
SetHistorianBlurbShownAfterDelay
SetLater
SetNearbyFleetsVariable
SetOptionColor
SetOptionText optionId newText
SetFleetAllowJump <true|false> Copyright 2015 Fractal Softworks, LLC
SetPersonHidden set person hidden boolean by character id
SetPersonPortrait by person id, sprite as defined in settings "characters" section
SetPromptText "-" is a special value for no text Copyright 2015 Fractal Softworks, LLC
SetShortcut
SetStoryColor
SetStoryColor
 
 
 
 
 
 
 
SetTooltipHighlights
 
 
 
 
 
Assorted bits of shared data within a single campaign.
 
 
 
Generally meant for UI settings that are shared across multiple campaigns.
 
DO NOT store references to the instance anywhere that makes them end up in the savefile, this does not belong in the campaign savefile.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Used for ship explosions when there's no whiteout.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Used for ship explosions when there's no whiteout.
 
 
 
 
ShowSecondPerson
Does not start an actual conversation, but does set them as the active person (so $heOrShe etc tokens work)
ShowImageVisual
 
 
ShowIntelMarker
ShowPersonVisual <optional - minimal mode>
Parameter is key from settings.json under "illustrations".
ShowRemainingCapacity
ShowResCost <optional: consumed> (repeated); optional: width of each panel ShowResCost crew 1000 supplies 100 true 200 = requires 1000 crew, 100 supplis (consumed), each item is 200 pixels wide
 
ShowSecondPerson
ShowSecondPerson
 
ShrineCMD <optional id - either market, or entity>
 
 
 
 
 
 
 
 
 
 
For non-dweller ships with a sort-of shroud.
 
 
 
 
 
 
 
 
 
 
 
Implementations of this need to handle some campaign events but to also work outside the campaign, e.g.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
IMPORTANT: only one S-Mod per record is supported.
 
 
Unused.
 
 
 
 
 
 
 
 
 
Up to a configurable number of fleets.
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
SubCredits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A weapon that can not be manually controlled and launches swarms automatically.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
TakeRepCheck
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Doesn't care about command points etc, just functions in a different way.
 
 
 
Hidden hullmod for managing the special properties of Threat ships.
 
 
 
 
 
 
 
 
 
 
 
Not just for tooltips; used for normal UI elements as well.
 
 
 
 
 
 
 
 
 
 
 
 
Unused.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
For Tri-Tachyon (inc) Business (c) TT_CMD
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Unhide the comm directory entities for baird and sebestyen in the Galatia Academy
Unhide person in CommDirectory by id
 
UniqueEncounter
 
 
 
SetActiveMission $missionEventHandle
 
 
 
 
 
 
 
4444444444 3333333333 2222222222 1111111111 0123456789
 
 
 
 
 
 
 
 
 
 
UNUSED
 
Can capture objectives and raid colonies; does not do anything else.
 
 
 
 
 
 
 
 
 
SetHistorianBlurbShownAfterDelay
 
 
 
 
 
 
 
 
 
Only applies when added to ships, NOT the combat engine, for performance reasons.
 
 
 
 
 
 
 
 
 
Only applies when added to MutableShipStatsAPI, not to ShipAPI or the combat engine.
Only applies when added to ships, NOT the combat engine, for performance reasons.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
NotifyEvent $eventHandle