Magic Subsystem
Functions
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Called every frame that the combat engine is not paused.
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Uses system stats to calculate the actual max charges based on scaleSystemStat
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Returns whether the subsystem can be activated.
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Returns whether the subsystem can be activated.
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open fun drawHUDBar(viewport: ViewportAPI, rootLoc: Vector2f, barLoc: Vector2f, displayAdditionalInfo: Boolean, longestNameWidth: Float)
Draws the subsystem info on the HUD.
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This prints beneath the subsystem bar.
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If getKey returns a non-null non-empty string, retrieves the index for its value from getKeyIndex Otherwise uses getKeyIndex to retrieve the key from the getKeyForIndex method
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How full the status bar will appear.
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How long the subsystem is active for.
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How long the subsystem takes to gain a charge.
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How long the subsystem is in State.COOLDOWN for.
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How long the subsystem is in State.IN for.
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How long the subsystem is in State.OUT for.
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A short description of what your subsystem does.
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This is appended to the key used to activate the subsystem.
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Calculates how "effective" the system is based on its state and the time remaining in that state.
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Color of the text to the right of the status bar.
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Some extra info that displays to the right of the status bar.
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Flux cost on activation.
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Flux cost while active.
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Flux cost on activation as percent of base flux capacity of the ship.
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Flux cost on activation as percent of base flux capacity of the ship.
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The color to display all the info about the system in
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The automatically-assigned key index when a subsystem is added to a ship.
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The displayed key text to activate the system.
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Number of "bar heights" that the subsystem needs.
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Returns ratio of how "complete" the state is.
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Prints to the left of the status bar.
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How much the subsystem is affected by ship system stats like Systems Expertise.
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Base amount of charges unaffected by any stats.
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Set flux cost on activation to be hard flux.
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Set flux cost while active to be hard flux.
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Runs when the key is pressed to activate the subsystem, or the AI activates it.
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When state is set to COOLDOWN.
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Called when the ship dies while system is active (IN, ACTIVE, OUT states)
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Called when the state is switched to something else.
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Renders onto the world viewport.
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The subsystem will show "NO TARGET" on the HUD if no target is selected.
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Called to set the state of the system.
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The subsystem will show "NO TARGET" on the HUD if a friendly target is selected.
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