# Query: Num_ai_classes # Flags: WordMatch IgnoreExcludeSettings # Including: *.h,*.cpp,*.sdr # Excluding: .vscode,build\* # ContextLines: 1 All class indexes are ZERO BASED, aicode.cpp 4997 $Afterburner Use Factor: Last two have aburn use factor 1 others have a 1 in (count-index) chace factor, which looks like it translates to a table factor of (count-index) lowest level has 0 use chance apicode.cpp 8168 $...AI Secondary Fire Delay Scale: if autoscale on, even if aip or ai setting, add to fire delay in seconds: (count - index + 1) * 0.5f; apicode 8887 $Get Away Chance: Used regardless of autoscale setting if the value is not set in aip or ai (index + Game_skill_level)/(count + NUM_SKILL_LEVELS) aicode.cpp 9228 $Secondary Range Multiplier: If no AIProfile or AI setting... (float)(Game_skill_level + 1 + (3 * index/(count - 1)))/NUM_SKILL_LEVELS aicode.cpp 12640 $AI Countermeasure Firing Chance: if autoscale on, even if aip or ai setting, multiply by index/count; note: if friendlies use cmeasures they always use the third(index 2) difficulty's PROFILE cmeasure chance, and never the AI chance, unless Friendlies_use_countermeasure_firechance is on note2: if autoscale is on ships not on the player's team won't fire a countermeasure if difficulty index+ ai index < 4 aicode.cpp 12791 $AI Shield Manage Delay: if autoscale on, even if aip or ai setting for manage delay... delay = delay + delay * (float) (3*(count - index - 1) / (count - 1)); aicode 14237 $Shockwave Evade Chances Per Second: regardless of autoscale, if value not set in ai or aip = class/4.0f + 0.25f aiturret.cpp 1645 various turret fire delays have an number of milliseconds added to ai_ship_fire_delay_scale if autoscale is on. that's equal to (count-index-1)* X, X being... Weapon is Flak: 40 Other: 100 Other info: Some AI decisions determine if a ship is threatening by checking if it's ai class NAME is "none"