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DotNet.Ships.Record.PreEngineeredVariant

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EliteDangerousAlmanac / Ships / PreEngineeredVariant

Record: PreEngineeredVariant

Defined in: dotnet/src/EliteDangerousAlmanac/Ships/PreEngineered.cs:82

One pre-engineered module variant: a pairing of a stock module with the engineering identity it ships with, rather than a module in its own right.

Constructors

new PreEngineeredVariant()

new PreEngineeredVariant(Symbol, Name, BlueprintSymbol, Grade, Acquisition, ExperimentalEffectSymbol?, EngineeringLocked?, MercCoinCost?, DamageDistribution?, Modifiers?)

Parameters

Symbol

string

The base module's symbol, which joins to the outfitting registry.

Name

string

The variant's display name. A festive row includes its colour, so variants of the same launcher stay distinct.

BlueprintSymbol

string

The identifier the game writes in a loadout event's blueprint field. Most join to BlueprintCatalogue. A festive decorative identifier does not, because it names a fixed reward article rather than a recipe a player can apply. On any reward variant the identifier names the article rather than reproducing it: alongside its blueprint and effect, a reward carries hand-set modifiers no blueprint grants, so rolling that recipe to that grade does not arrive at the same module.

Grade

int

The engineering grade already applied, from 1 through 5.

Acquisition

PreEngineeredAcquisition

Where the variant comes from.

ExperimentalEffectSymbol

string? = null

The experimental effect the article arrives with, which joins to ExperimentalEffectCatalogue. It is absent when the variant carries none.

EngineeringLocked

bool = false

true when the article is final and accepts no further engineering. It marks the pre-engineered Guardian weapons and the fixed Enzyme and anti-xeno rewards. Neither a blueprint nor an experimental effect may be applied to these articles, and their baked engineering cannot be removed.

MercCoinCost

int? = null

The shop price in Merc Coin, present on a Mercenary row alone: the other routes are not bought with a currency. It is the purchase alone, and engineering the article above the grade it is sold at costs further Merc Coin per roll.

DamageDistribution

DamageDistribution? = null

The fixed damage-type shares the variant arrives with.

Modifiers

IReadOnlyList<PreEngineeredModifier>? = null

The hand-set stat block the variant arrives with, sorted by label. Every catalogued variant carries this block.

Properties

Acquisition

Acquisition: PreEngineeredAcquisition

Where the variant comes from.

BlueprintSymbol

BlueprintSymbol: string

The identifier the game writes in a loadout event's blueprint field. Most join to BlueprintCatalogue. A festive decorative identifier does not, because it names a fixed reward article rather than a recipe a player can apply. On any reward variant the identifier names the article rather than reproducing it: alongside its blueprint and effect, a reward carries hand-set modifiers no blueprint grants, so rolling that recipe to that grade does not arrive at the same module.

DamageDistribution

DamageDistribution: DamageDistribution?

The fixed damage-type shares the variant arrives with.

EngineeringLocked

EngineeringLocked: bool

true when the article is final and accepts no further engineering. It marks the pre-engineered Guardian weapons and the fixed Enzyme and anti-xeno rewards. Neither a blueprint nor an experimental effect may be applied to these articles, and their baked engineering cannot be removed.

ExperimentalEffectSymbol

ExperimentalEffectSymbol: string?

The experimental effect the article arrives with, which joins to ExperimentalEffectCatalogue. It is absent when the variant carries none.

Grade

Grade: int

The engineering grade already applied, from 1 through 5.

MercCoinCost

MercCoinCost: int?

The shop price in Merc Coin, present on a Mercenary row alone: the other routes are not bought with a currency. It is the purchase alone, and engineering the article above the grade it is sold at costs further Merc Coin per roll.

Modifiers

Modifiers: IReadOnlyList<PreEngineeredModifier>?

The hand-set stat block the variant arrives with, sorted by label. Every catalogued variant carries this block.

Name

Name: string

The variant's display name. A festive row includes its colour, so variants of the same launcher stay distinct.

Symbol

Symbol: string

The base module's symbol, which joins to the outfitting registry.

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