MagicBountySpec

open class MagicBountySpec

The code representation of a bounty json definition.

Constructors

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constructor(trigger_market_id: List<String>, trigger_marketFaction_any: List<String>, trigger_marketFaction_alliedWith: Boolean, trigger_marketFaction_none: List<String>, trigger_marketFaction_enemyWith: Boolean, trigger_market_minSize: Int, trigger_player_minLevel: Int, trigger_min_days_elapsed: Int, trigger_min_fleet_size: Int, trigger_weight_mult: Float, trigger_memKeys_all: Map<String, Boolean>, trigger_memKeys_any: Map<String, Boolean>, trigger_memKeys_none: Map<String, Boolean>, trigger_playerRelationship_atLeast: Map<String, Float>, trigger_playerRelationship_atMost: Map<String, Float>, trigger_giverTargetRelationship_atLeast: Float, trigger_giverTargetRelationship_atMost: Float, job_name: String, job_description: String, job_comm_reply: String, job_intel_success: String, job_intel_failure: String, job_intel_expired: String, job_forFaction: String, job_difficultyDescription: String, job_deadline: Int, job_credit_reward: Int, job_credit_scaling: Float, job_reputation_reward: Float, job_item_reward: Map<String, Integer>, job_type: String, job_show_type: Boolean, job_show_captain: Boolean, job_show_fleet: String, job_show_distance: String, job_show_arrow: Boolean, job_pick_option: String, job_pick_script: String, job_memKey: String, job_conclusion_script: String, existing_target_memkey: String, target_importantPersonId: String, target_first_name: String, target_last_name: String, target_portrait: String, target_gender: Gender, target_rank: String, target_post: String, target_personality: String, target_aiCoreId: String, target_level: Int, target_elite_skills: Int, target_skill_preference: SkillPickPreference, target_skills: Map<String, Integer>, fleet_name: String, fleet_faction: String, fleet_flagship_variant: String, fleet_flagship_name: String, fleet_flagship_alwaysRecoverable: Boolean, fleet_flagship_autofit: Boolean, fleet_preset_ships: Map<String, Integer>, fleet_preset_autofit: Boolean, fleet_scaling_multiplier: Float, fleet_min_FP: Int, fleet_composition_faction: String, fleet_composition_quality: Float, fleet_transponder: Boolean, fleet_no_retreat: Boolean, fleet_behavior: FleetAssignment, fleet_musicSetId: String, location_marketIDs: List<String>, location_marketFactions: List<String>, location_distance: String, location_themes: List<String>, location_themes_blacklist: List<String>, location_entities: List<String>, location_prioritizeUnexplored: Boolean, location_defaultToAnyEntity: Boolean)

Functions

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open fun toString(): String

Properties

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existing fleet if non empty, the bounty will be placed on the existing fleet with that memkey.
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open var fleet_behavior: FleetAssignment
PASSIVE, GUARDED, AGGRESSIVE, ROAMING, default to GUARDED (campaign.FleetAssignment.
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Faction of the extra ship, can be different from the bounty faction (in case of pirate deserters for example)
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default to 2 (no Dmods) if <0
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faction of the fleet once it is generated, but not necessarily the faction of the ships inside
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if false the weapons won't get changed, but no D-mod will be added at low quality either
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open var fleet_min_FP: Int
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The musicSetId to use for the fleet, default to the faction's default music set.
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open var fleet_name: String
bounty fleet
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default to false, prevents the enemy from retreating
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if false the weapons won't get changed, but no D-mod will be added at low quality either
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optional preset fleet generated with the flagship, [variantId:number_of_ships]
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dynamic reinforcements to match that amount of player fleet DP, set to 0 to ignore
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Reply of the enemy to your hail, default to "The other $shipOrFleet does not answer to you hails.
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optional, can be used to give additional rewards or add further consequences in case of failure using memkeys to check the outcome
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only used with fleet scaling: total reward = job_credits_reward * (job_reward_scaling * (bounty fleet DP / fleet_minimal_DP) )
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open var job_deadline: Int
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Full text of the bounty offer.
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"none": no description, "auto": bounty board describes how dangerous the bounty is, any other text: bounty board displays the text
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successfully completing this mission with give a small reputation reward with this faction
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short text added to the Intel object after the job has been left to expire
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short text added to the Intel object after the job has been failed
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short text added to the Intel object after the job has been successfully completed
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open var job_memKey: String
optional, MemKey set to false is added when accepting the job, set to true if the job is sucessful
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open var job_name: String
job name in the dialog pick list
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dialog text to pick the job
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optional, can be used to trigger further scripts when the mission is taken, for example you may want to have competing bounty hunters
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open var job_show_distance: ShowDistance
how precisely the distance to the target is shown on the bounty board.
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open var job_show_fleet: ShowFleet
how much of the fleet to show on the bounty board.
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assassination: requires only to disable the flagship destruction: requires the complete destruction of the flagship without recovery obliteration: requires the complete destruction or disabling of the enemy fleet neutralisation: requires the destruction or disabling of 2/3rd of the enemy fleet default to assassination
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open var job_type: JobType
assassination, destruction, obliteration, neutralization
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if true and no suitable entity is found in systems with required themes and distance, a random entity will be picked instead.
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prefered distance, "CORE", "CLOSE" or "FAR".
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PLANET, GATE, STATION, STABLE_LOCATION, DEBRIS, WRECK, PROBE.
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takes precedence over all other parameters but market ids
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Preset locations (SectorEntityTokens, not markets, variable is poorly named) to spawn the bounty fleet, will fall back to other choices (if they are defined) and if this preset location doesn't exist (eg due to Nexerelin's random mode).
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will pick in priority systems that have not been visited by the player yet, but won't override the distance requirements
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campaign.ids.
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if properly set, turn the target into a AI, makes it drop AI cores
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Overrides the regular number of elite skills, set to -1 to ignore.
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Enemy captain's first name.
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open var target_gender: Gender
MALE, FEMALE, ANY
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Enemy captain's last name.
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open var target_level: Int
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personality from campaign.ids.
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id of the sprite in settings.
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post from campaign.ids.
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rank from campaign.ids.
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open var target_skill_preference: SkillPickPreference
GENERIC, PHASE, CARRIER, ANY from OfficerManagerEvent.
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OVERRIDES ALL RANDOM SKILLS!
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minimal relationship between the bounty giver and the target
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maximum relationship between the bounty giver and the target
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will default to the other preferences if those are defined and the location doesn't exists due to Nexerelin random mode
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visited market is at least neutral with one those factions
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visited market is at best inhospitable with all those factions
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minimal player relationship with those factions
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maximum player relationship with those factions
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simple frequency multiplier