; $Header: /fridge/cvs/xscorch/data/accessories.def,v 1.16 2004/01/16 02:35:35 jacob Exp $ ; ; accessories.def ; This is the default xscorch accessories definition file. ; NoAccessory = accessories_class { ; DO NOT REMOVE THIS ACCESSORY accessoryName = "No Accessory"; description = "A great big empty void of nothingness." armsLevel = 0; price = 0; bundle = 0; shielding = 0; repulsion = 0; fuel = 0; useless = true; indirect = false; stateFlags = "null"; }; BabyMagnetic = accessories_class { accessoryName = "Baby Magnetic"; description = "A small low-power magnetic shield."; armsLevel = 1; price = 10000; bundle = 3; shielding = 4000; repulsion = 50; useless = false; indirect = false; stateFlags = "consumable, shield, magnetic"; }; Magnetic = accessories_class { accessoryName = "Magnetic"; description = "A medium sized magnetic shield."; armsLevel = 2; price = 15000; bundle = 2; shielding = 8000; repulsion = 75; useless = false; indirect = false; stateFlags = "consumable, shield, magnetic"; }; HeavyMagnetic = accessories_class { accessoryName = "Heavy Magnetic"; description = "A large high-power magnetic shield."; armsLevel = 3; price = 20000; bundle = 1; shielding = 16000; repulsion = 100; useless = false; indirect = false; stateFlags = "consumable, shield, magnetic"; }; BabyShield = accessories_class { accessoryName = "Baby Shield"; description = "A small physical shield layer."; armsLevel = 2; price = 20000; bundle = 3; shielding = 4000; repulsion = 0; useless = false; indirect = false; stateFlags = "consumable, shield, standard"; }; Shield = accessories_class { accessoryName = "Shield"; description = "A physical shield layer around the tank."; armsLevel = 3; price = 30000; bundle = 2; shielding = 8000; repulsion = 0; useless = false; indirect = false; stateFlags = "consumable, shield, standard"; }; HeavyShield = accessories_class { accessoryName = "Heavy Shield"; description = "A large physical shield layer."; armsLevel = 4; price = 40000; bundle = 1; shielding = 16000; repulsion = 0; useless = false; indirect = false; stateFlags = "consumable, shield, standard"; }; BabyForce = accessories_class { accessoryName = "Baby Force"; description = "A small but impregnable force field."; armsLevel = 2; price = 30000; bundle = 3; shielding = 4000; repulsion = 0; useless = false; indirect = false; stateFlags = "consumable, shield, force"; }; Force = accessories_class { accessoryName = "Force"; description = "A force field surrounding the tank."; armsLevel = 3; price = 45000; bundle = 2; shielding = 8000; repulsion = 0; useless = false; indirect = false; stateFlags = "consumable, shield, force"; }; HeavyForce = accessories_class { accessoryName = "Heavy Force"; description = "A large heavy-duty force field."; armsLevel = 4; price = 60000; bundle = 1; shielding = 16000; repulsion = 0; useless = false; indirect = false; stateFlags = "consumable, shield, force"; }; FuelTank = accessories_class { accessoryName = "Fuel Tank"; description = "Some fuel for a tank's motor will allow it to move around."; armsLevel = 3; price = 1000; bundle = 10; shielding = 0; repulsion = 0; fuel = 10; useless = false; indirect = false; stateFlags = "consumable, fuel"; }; TripleTurret = accessories_class { accessoryName = "Triple Turret"; description = "A triple turret can shoot three of some missiles at once."; armsLevel = 2; price = 25000; bundle = 1; shielding = 0; repulsion = 0; fuel = 0; useless = false; indirect = false; stateFlags = "permanent, triple_turret"; }; AutoDefense = accessories_class { accessoryName = "Auto Defense"; description = "This automatic defense system brings up shields very fast."; armsLevel = 3; price = 1500; bundle = 1; shielding = 0; repulsion = 0; fuel = 0; useless = false; indirect = false; stateFlags = "permanent, auto_defense"; }; SolarPanel = accessories_class { accessoryName = "Solar Panel"; description = "Solar Panels recharge shields slightly each turn."; armsLevel = 3; price = 2500; bundle = 1; shielding = 0; repulsion = 0; useless = false; indirect = false; stateFlags = "permanent, recharge"; }; ContactTrigger = accessories_class { accessoryName = "Contact Trigger"; description = "With contact triggers, missiles will explode as soon as they hit anything."; armsLevel = 3; price = 1000; bundle = 25; shielding = 0; repulsion = 0; fuel = 0; useless = false; indirect = false; stateFlags = "consumable, contact_trigger"; }; Batteries = accessories_class { accessoryName = "Batteries"; description = "A tank's self-repair system needs batteries to run."; armsLevel = 2; price = 5000; bundle = 10; shielding = 0; repulsion = 0; useless = false; indirect = false; stateFlags = "consumable, battery"; }; Teleporter = accessories_class { ; accessoryName = "Teleporter"; accessoryName = "!Teleporter"; ; Currently, teleporters do NOTHING ; description = "A teleporter moves your tank to a random new location."; ; armsLevel = 3; description = "[unimplemented]"; armsLevel = 5; price = 5000; bundle = 1; shielding = 0; repulsion = 0; useless = false; indirect = false; stateFlags = "consumable, teleporter"; }; Parachute = accessories_class { ; accessoryName = "Parachute"; accessoryName = "!Parachute"; ; Currently, parachutes do NOTHING ; description = "Parachutes can save your tank from nasty falls."; ; armsLevel = 1; description = "[unimplemented]"; armsLevel = 5; price = 2000; bundle = 3; shielding = 0; repulsion = 0; useless = false; indirect = false; stateFlags = "consumable, parachute"; };