NoMansSky:Game Structure/TechnologyTable: Difference between revisions

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{{NMSPage|contentTitle=[https://wiki.step-project.com/NMS:Game_Structure Game Structure] // [https://wiki.step-project.com/NMS:Game_Structure/METADATA METADATA] / [https://wiki.step-project.com/NMS:Game_Structure/METADATA/REALITY REALITY] / TABLES / GCTECHNOLOGYTABLE}}
[[Category:No Man's Sky]]
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Revision as of 15:16, September 19, 2020

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Introduction[edit | edit source]

In NMS, you always have items in your inventory and they could be of 3 types : Products, Substances and Technology.
Technologies are modules that will improve your stats in one or several ways.
METADATA\REALITY\TABLES\NMS_REALITY_GCTECHNOLOGYTABLE.MBIN stores all the settings of technology modules.

Item Definition[edit | edit source]

Each item in the table has the same structure, using the specific GcTechnology.xml template.
This template sums all the information of the technology module as detailed below :


   <Property value="GcTechnology.xml">
     <Property name="ID" value="PROTECT" />  Internal item name
     <Property name="Group" value="" />   Real name of template modules (a specific case). This name is referenced in each language file for translation
     <Property name="Name" value="PROTECT_NAME" />   Uppercase item real name. This name is referenced in each language file for translation
     <Property name="NameLower" value="PROTECT_NAME_L" />   Lowercase item real name. This name is referenced in each language file for translation
     <Property name="Subtitle" value="VariableSizeString.xml">
       <Property name="Value" value="PROTECT_SUBTITLE" />   Item subtitle. This string is referenced in each language file for translation
     </Property>
     <Property name="Description" value="VariableSizeString.xml">
       <Property name="Value" value="PROTECT_DESCRIPTION" />   Item description. This string is referenced in each language file for translation
     </Property>
     <Property name="Teach" value="True" />
     <Property name="HintStart" value="" />
     <Property name="HintEnd" value="" />
     <Property name="Icon" value="TkTextureResource.xml">
       <Property name="Filename" value="TEXTURES/UI/FRONTEND/ICONS/TECHNOLOGY/RENDER.PROTECTGENERIC.DDS" />   Item icon texture path
     </Property>
     <Property name="Colour" value="Colour.xml">  Icon background colour. Applies under icon transparent parts
       <Property name="R" value="0.03529412" />
       <Property name="G" value="0.360784322" />
       <Property name="B" value="0.466666669" />
       <Property name="A" value="1" />
     </Property>
     <Property name="Level" value="1" />   Item class. C Class (0), B Class (1), A Class (2) and S Class (3)
     <Property name="Chargeable" value="True" />   If the item can be charged
     <Property name="ChargeAmount" value="80" />   Charge amount
     <Property name="ChargeType" value="GcRealitySubstanceCategory.xml">
       <Property name="SubstanceCategory" value="Catalyst" />   Charge category (for description gauge)
     </Property>
     <Property name="ChargeBy">
       <Property value="NMSString0x10.xml">
         <Property name="Value" value="CATALYST1" />   Internal name of the first item that can be used to charge this item
       </Property>
       <Property value="NMSString0x10.xml">
         <Property name="Value" value="CATALYST2" />   Internal name of the second item that can be used to charge this item
       </Property>
       <Property value="NMSString0x10.xml">
         <Property name="Value" value="POWERCELL" />   Internal name of the third item that can be used to charge this item
       </Property>
       <Property value="NMSString0x10.xml">
         <Property name="Value" value="POWERCELL2" />   Internal name of the fourth item that can be used to charge this item
       </Property>
     </Property>
     <Property name="ChargeMultiplier" value="1" />   Scale applied to the charge
     <Property name="BuildFullyCharged" value="True" />   If the item is built charged or empty
     <Property name="UsesAmmo" value="False" />
     <Property name="AmmoId" value="" />
     <Property name="PrimaryItem" value="True" />
     <Property name="Upgrade" value="False" />
     <Property name="Core" value="True" />   If the item is a core one. Core items can't be scrapped
     <Property name="RepairTech" value="False" />
     <Property name="Procedural" value="False" />
     <Property name="Category" value="GcTechnologyCategory.xml">
       <Property name="TechnologyCategory" value="Suit" />
     </Property>
     <Property name="Rarity" value="GcTechnologyRarity.xml">
       <Property name="TechnologyRarity" value="Always" />
     </Property>
     <Property name="Value" value="10" />   Base item value in units
     <Property name="Requirements">
       <Property value="GcTechnologyRequirement.xml">
         <Property name="ID" value="LAND1" />   Internal name of the first item required to build this item
         <Property name="InventoryType" value="GcInventoryType.xml">
           <Property name="InventoryType" value="Substance" />   type of the first item required to build this item
         </Property>
         <Property name="Amount" value="100" />   Amount of the first item required to build this item
       </Property>
     </Property>
     <Property name="BaseStat" value="GcStatsTypes.xml">
       <Property name="StatsType" value="Suit_Protection" />
     </Property>
     <Property name="StatBonuses">
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_Protection" />  First Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   First stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_DamageReduce_Radiation" />   Second Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   Second stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_DamageReduce_Toxic" />   Third Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   Third stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_DamageReduce_Cold" />   Fourth Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   Fourth stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_DamageReduce_Heat" />   Fifth Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   Fifth stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
       <Property value="GcStatsBonus.xml">
         <Property name="StatsTypes" value="GcStatsTypes.xml">
           <Property name="StatsType" value="Suit_Stamina_Recovery" />   Sixth Type of stat bonus
         </Property>
         <Property name="Bonus" value="1" />   Sixth stat bonus
         <Property name="Level" value="1" />   Bonus Class. Used internaly
       </Property>
     </Property>
     <Property name="RequiredTech" value="" />   Internal name of the required item before being able to build this one
     <Property name="RequiredLevel" value="0" />
     <Property name="FocusLocator" value="" />
     <Property name="UpgradeColour" value="Colour.xml">  Colour applied on the 3D model when applicable. ie : mining laser beam
       <Property name="R" value="1" />
       <Property name="G" value="1" />
       <Property name="B" value="1" />
       <Property name="A" value="1" />
     </Property>
     <Property name="LinkColour" value="Colour.xml">
       <Property name="R" value="0.7882353" />
       <Property name="G" value="0.8156863" />
       <Property name="B" value="0.894117653" />
       <Property name="A" value="1" />
     </Property>
     <Property name="RewardGroup" value="" />
     <Property name="BaseValue" value="1" />
     <Property name="Cost" value="GcItemPriceModifiers.xml">  Trading cost modifiers
       <Property name="SpaceStationMarkup" value="0" />
       <Property name="LowPriceMod" value="0" />
       <Property name="HighPriceMod" value="0" />
       <Property name="BuyBaseMarkup" value="0" />
       <Property name="BuyMarkupMod" value="0" />
     </Property>
     <Property name="RequiredRank" value="2" />   Alien rank needed to be proposed the recipe for this technology in shops
     <Property name="DispensingRace" value="GcAlienRace.xml">
       <Property name="AlienRace" value="Explorers" />   Alien race able to provide the recipe for this technology in shops
     </Property>
     <Property name="FragmentCost" value="1" />   Cost in nanites to buy this recipe
     <Property name="TechShopRarity" value="GcTechnologyRarity.xml">
       <Property name="TechnologyRarity" value="Impossible" />   Item rarity in technology shops
     </Property>
     <Property name="WikiEnabled" value="True" />
     <Property name="DamagedDescription" value="VariableSizeString.xml">
       <Property name="Value" value="" />
     </Property>
   </Property>

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