-
Notifications
You must be signed in to change notification settings - Fork 0
Files
Simple json table defining fundamental stats and keywords. New entries here will be functional but not appear in game unless forced, or use correct sprites without corresponding entries in data.js.
NOTE: most of these are not required! only include when relevant!
| Parameter | Entry | Result |
|---|---|---|
| data | "0" or string | "0" gives no data entry in datacloud, otherwise any string here will appear with "View Data" button. |
| type | 1 or 2 | unknown, probably determines tech cards (2) or deployable units (1) |
| dmg | 0 or more | base damage. -1 for no damage component at all |
| hp | 0 or more | base hull. constructs have 0 |
| size | 0 or more, max of 3 is best | unit's orbit size. can be anything, but never more than 3 in game |
| timer | 0 or more | base timer. 0 for no timer at all. |
| boss_up | dongle id | upgrade given by Reward Program coordinate, only for bosses |
| attacks | 1 or more | more than 1 means multistrike |
| effect_count | 0 or more | amount of effects to read next |
| effect_X | type, variant, status, and/or power | X is 1,2,etc. up to effect_count, one entry per effect. see Internal IDs for effects. |
| name | string | plaintext name the player sees. useful for searching. |
| comms | comms id | specified comms dialog set, seems to concatenate with conditions in comms.json |
| faction | "heg" "lt" "tu" "con" "flo" "et" | use unknown, possibly for loot pools? |
| por_obj | "obj_unit_hos" "obj_unit_lt" "obj_unit_tu" "obj_unit_con" "obj_unit_flo" "obj_unit_et" "obj_unit_universal" | use unknown, seems to determine default sprite if no sprite is in data.js. factional, heg is GP, universal is mercs. |
| dc_cond | unlock condition id | datacloud unlock condition |
| por_angle | rotation applied in card view, clockwise in degrees | |
| por_scale | decimal float | scalar multiplier to card view, mostly for shrinking big sprites |
| deck_group | 0 to 3 | special ordering in deck view, Megaship is 0, auxes are 1, flagships are 2, constructs are 3. Some starting cards are also 3. |
| por_back | cp_ something | filename of card_por_ asset abbreviated as cp_
|
| jump_fx | 1 to 4 | jump effect, unknown which corresponds to which |
| gun_mounts | 0 or more | amount of turreted guns, up to its sprite's number of mounting points (see data.js). No more than 4 in base game |
| death_fx_power | 1 to 5 | explosion strength on death. only N-Mine uses 5 |
| death_total | 1 | ??? what the fuck is this? only on constructs |
| death_time_max | 0.1 to 6 | not really known, presumably how long death animation lasts, Megaships are all 6, plus some extras |
Very large and difficult to work with, I recommend the following tools:
- Convert Javascript to JSON (for use with the viewer below)
- JSON Tree Viewer Makes looking at file structure MUCH easier
Data.js holds all game data, including variables, assets, and properties, though most of them are initialized properly in code0 and do not use their written values. Still necessary for defining animations. The important parts are resources, which contains file paths to every asset in game, and layouts, which contains game objects and groups.
Groups contain objects[] listing objects by name. Objects contain a name, type, variables[], effects[], and animations[]. Usually only objects and animations are important for mod additions.
- group_hitflash
- group_ghost_source
- group_auto_remove
- group_parallax
- group_card_attach
- group_card_sprites
- group_flare_source
- group_card_cleanup
- group_tooltip_ui
- group_tooltip
- group_cam_tracking
- group_button
- group_orbit_move
- group_interactable
- group_map_component
- group_encounter_cleanup
- group_damp_move
- group_comms
- group_glitch
- group_card_anim
- group_ability_anim
- group_unit_anim
- group_items
- group_particles
- group_stealth_affected
- group_ui_magnetize
- obj_card
- obj_status_icon
- txt_status_icon
- obj_card_attach
- obj_card_por_back
- obj_unit_attachment
- ui_attack_tell
- obj_asteroid_scenery
- obj_system
- obj_star_layer
- obj_interactable
- obj_orbit_move_helper
- ui_orbit_line
- ui_orbit_effect
- ui_map_node
- ui_map_icon
- txt_float
- vfx_flare_short
- vfx_flare_continuous
- vfx_flare_ghost
- ui_camera_target
- ui_mouse_cursor
- ui_mouse_collider
- ui_element_main
- txt_ui
- obj_attack_helper
- obj_delayed_effect
- obj_shot
- vfx_pooled
- ui_death_mark
- ui_card_targeting
- obj_shield
- obj_mine
- obj_tiled_background
- vfx_pp_overlay
- ui_box_tooltip
- txt_tooltip
- txt_pause_main
- txt_pause_shadow
- ui_cam_overlay
- txt_tut
- obj_debris_parallax
- obj_helper_universal
- vfx_screen_glitch
- txt_card
- obj_upgrade
- txt_tooltip_bb
- obj_location_anim
- ui_title_icon
- txt_ui_bb
- obj_pickup
- ui_comms_box
- ui_comms_attach
- txt_comms
- ui_por
- obj_squadron_helper
- obj_small_craft_pl
- obj_small_craft_hos
- obj_bot_craft
- obj_countermeasures
- ui_unit_attach
- obj_ab_lt
- obj_ab_con
- obj_ab_flo
- obj_ab_et
- obj_ab_universal
- obj_ab_tu
- obj_unit_hos
- obj_unit_lt
- obj_unit_tu
- obj_unit_flo
- obj_unit_con
- obj_unit_et
- obj_unit_universal
- obj_fleet_upgrade
- ui_unlock_icon
- part_mis_trail
- part_shot_impact
- part_mis_smoke_glow
- part_mis_smoke
- obj_sim_background
- mask_jump_checkers
- txt_up
- txt_data_cloud
- ui_data_cloud_marker
- obj_background_nebula
- txt_credits
- ui_shuffle_visualizer
- ui_unit_orbit_target