Seeing as this mod appears dead, I figured I'd post all the work I did on the android upgrades.
In Player races make the following changes: Android starts with items: 1000 1010
Android does not start with items: 23 225
Android cannot drop items: 1000 1010 1012 1013
Notes:
A lot of the upgrades don't function because I was trying to make them compatible with the health tokens Nocturne was working on. You can make them functional by just replacing the effect that gives the token with one that modifies the bar.
I lost the version that had all of the turret salvage and the weapons pod. Sorry.
Some of the upgrades have custom gfx I am too lazy to upload.
Add this to items.dat
Engineer's Tools;//name - A welding torch with different combos----------- 1000;//identifier 4;//item class 0;//weight These are my built-in tools I used as a Warp Engineer, including a welding torch. I should be able to use these to alter Computer Units to interface into my cybernetic systems.;//short description none;//first pick up text 0.400000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes engtool.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; 0;//wield slot number end_wield_slots; begin_effects_block; Sizzle!;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 9;//effect number 22.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; 0;//item stays after combine 7;//combines with Computer Unit 1;//discard that item after combine 2;//combine time 0;//can be broken up begin_items_given; 1001;//result of combine Android Circuits 1;//amount to give end_items_given; 0;//item stays after combine 1001;//combines with Android Circuits 1;//discard that item after combine 2;//combine time 0;//can be broken up begin_items_given; 7;//result of combine Computer Unit 1;//amount to give end_items_given; 0;//item stays after combine 65;//combines with Robot Wreckage 1;//discard that item after combine 2;//combine time 0;//can be broken up begin_items_given; 1004;//result of combine Salvaged Parts 1;//amount to give end_items_given; 0;//item stays after combine ----- START SALVAGE ----- 200;//broken MG turret 1;//discard that item after combine 5;//combine time 0;//can be broken up begin_items_given; 1090;// salvaged M turret 1;//amount to give end_items_given; end_combinations; Android Circuits;//name-------------------------------------------------- 1001;//identifier 4;//item class 2.000000;//weight This Computer Unit has been reformatted to integrate with my advanced systems architecture.;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes chip.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; none;//event text none;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes -1;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 0;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; 1;//discard this item after combine 12;//combines with Energy Cell 1;//discard that item after combine 5;//combine time 1;//can be broken up begin_items_given; 1002;//result of combine 1;//amount to give end_items_given; 1;//discard this item after combine 471;//combines with Advanced Energy Cell 1;//discard that item after combine 10;//combine time 1;//can be broken up begin_items_given; 1003;//result of combine 1;//amount to give end_items_given; 1;//discard this item after combine 119;//combines with targeting beam 1;//discard that item after combine 5;//combine time 1;//can be broken up begin_items_given; 1011;//result of combine - optic upgrade 1;//amount to give end_items_given; 1;//discard this item after combine 1;//combines with battery charger 1;//discard that item after combine 5;//combine time 1;//can be broken up begin_items_given; 1032;//result of combine - Android Recharge 1;//amount to give end_items_given; end_combinations; Basic Systems Module;//name---------------------------------------------- 1002;//identifier 4;//item class 2.5;//weight This module can be added to a variety of objects to make upgrades. An Android can use this (Y) to fix damage and get an energy boost.;//short description By linking computer circuits to a power source I can build a link between other items and my own internal systems. In case of emergencies I could also use this to repair myself and get and refill some of my batteries.;// firtst pickup text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes chip.png;//texture name - good ones are chip and en_unit -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; none;//event text none;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes Y;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 4;//effect number - add to bar 50;//parameter1 add this much 1;//parameter2 not over max 0;//parameter3 to health 0;//parameter4 4;//effect number - add to bar 100;//parameter1 add this much 0;//parameter2 can be over max 1;//parameter3 to energy 0;//parameter4 end_effects; end_effects_block; begin_combinations; 1;//discard this item after combine 20;//combines with forcefield gen 1;//discard that item after combine 6;//combine time 1;//can be broken up begin_items_given; 1020;//result of combine basic forcefield upgrade 1;//amount to give end_items_given; 1;//discard this item after combine 34;//combines with battery extension 1;//discard that item after combine 6;//combine time 1;//can be broken up begin_items_given; 1030;//result of combine - Microfission Reactor 1;//amount to give end_items_given; 1;//discard this item after combine 1004;//combines with robot salvage 1;//discard that item after combine 6;//combine time 1;//can be broken up begin_items_given; 1050;//result of combine Basic Repair Module 1;//amount to give end_items_given; end_combinations; Advanced Systems Module;//name------------------------------------------- 1003;//identifier 4;//item class 3.000000;//weight This module can be added to a variety of objects to make upgrades. An android can use this (Y) to dramatically boost their health and energy recovery for 10 seconds.;//short description Using this new power source, I should be able to build even more powerful upgrades. This might even allow me to upgrade beyond the limits of the older technology.;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes chip.png;//texture name - good ones are chip and en_unit -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; none;//event text none;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes Y;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 4;//effect number - add to bar 50;//parameter1 add this much 1;//parameter2 cannot be over max 0;//parameter3 to health 0;//parameter4 4;//effect number - add to bar 50;//parameter1 add this much 0;//parameter2 can be over max 1;//parameter3 to energy 0;//parameter4 23;//effect number boost regen rates 10;//parameter1 by 10 units -1;//parameter2 with no visible effect 0;//parameter3 to health 10000;//parameter4 of this many milliseconds 23;//effect number boost regen rates 10;//parameter1 by 10 units -1;//parameter2 with no visible effect 1;//parameter3 to energy 10000;//parameter4 of this many milliseconds end_effects; end_effects_block; begin_combinations; 1;//discard this item after combine 20;//combines with forcefield gen 1;//discard that item after combine 10;//combine time 1;//can be broken up begin_items_given; 1021;//result of combine advanced FF upgrade 1;//amount to give end_items_given; 1;//discard this item after combine 34;//combines with battery extension 1;//discard that item after combine 10;//combine time 1;//can be broken up begin_items_given; 1031;//result of combine - Prism Reactor 1;//amount to give end_items_given; 1;//discard this item after combine 13;//combines with replicator cell 1;//discard that item after combine 10;//combine time 1;//can be broken up begin_items_given; 1051;//result of combine - Adv Repair Upgrade 1;//amount to give end_items_given; end_combinations; Spare Parts;//name--------------------------------------- 1004;//identifier 0;//item class 5.000000;//weight You strip the wreckage of all useful components. You could probably use these parts to repair or upgrade yourself.;//short description none;//first pick up text 0.500000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes qcorpse3.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; You use the salvaged parts to repair yourself.;//event text none;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes U;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 4;//effect number - add to bar 20;//parameter1 add this much 1;//parameter2 cannot be over max 0;//parameter3 to health 0;//parameter4 end_effects; end_effects_block; begin_combinations; 1;//discard this item after combine 6;//combines with long metal rod 1;//discard that item after combine 4;//combine time 1;//can be broken up begin_items_given; 1040;//result Incomplete Upgrade A 1;//amount to give end_items_given; 1;//discard this item after combine 18;//combines with particle accelerator 1;//discard that item after combine 4;//combine time 1;//can be broken up begin_items_given; 1041;//result Incomplete Upgrade B 1;//amount to give end_items_given; end_combinations; Android Vision I;//name Basic Model, Android starts with this--------- 1010;//identifier 4;//item class 0.0;//weight Press G to turn on Nightvision.;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes goggles.png;//texture name 24;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; 4;//wield slot number end_wield_slots; begin_effects_block; Night Vision.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key g;//quick key begin_conditions; 3;//use condition number 1.000000;//use condition parameter0 1.000000;//use condition parameter1 end_conditions; begin_effects;//Everything is a weak green 8;//effect number 0;//parameter1 0;//parameter2 0.2;//parameter3 0;//parameter4 8;//effect number 1;//parameter1 0;//parameter2 0.2;//parameter3 0;//parameter4 8;//effect number 2;//parameter1 0;//parameter2 0.2;//parameter3 0;//parameter4 8;//effect number 3.000000;//parameter1 0;//parameter2 0.2;//parameter3 0;//parameter4 end_effects; end_effects_block; begin_combinations; 1;//discard this item after combine 1011;//combines with 1;//discard that item after combine 6;//combine time 0;//can be broken up begin_items_given; 1012;//result of combine - Improved 1;//amount to give 1014;//result of combine - Hidden Targeting Beam 1;//amount to give end_items_given; end_combinations; Optics Upgrade;//name---------------------------------------------------- 1011;//identifier 4;//item class 2.000000;//weight Combine this with your current Android Optics to increase their effectiveness.;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes goggles.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; none;//event text none;//event failure text none;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes -1;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 0;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Android Vision II;//name Android Nightvision + 1 upgrade------------ 1012;//identifier 4;//item class 0.0;//weight Press G to turn on Nigthvision and X for the Targeting Beam.;//short description Now that I have upgraded my optical sensors, I can see much more clearly at night. This primitive world no longer looks quite as harsh to me. In addition I was able to retain the targeting beam's functions. Somehow I don't think my creators would approve.;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes goggles.png;//texture name 24;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; 4;//wield slot number end_wield_slots; begin_effects_block; Night Vision.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key g;//quick key begin_conditions; 3;//use condition number 1.000000;//use condition parameter0 1.000000;//use condition parameter1 end_conditions; begin_effects;//brighter, slightly blue items, slightly red creatures 8;//effect number 0;//parameter1 0;//parameter2 0.5;//parameter3 0;//parameter4 8;//effect number 1;//parameter1 0;//parameter2 0.5;//parameter3 0.5;//parameter4 8;//effect number 2;//parameter1 0;//parameter2 0.5;//parameter3 0;//parameter4 8;//effect number 3.000000;//parameter1 0.5;//parameter2 0.5;//parameter3 0;//parameter4 end_effects; end_effects_block; begin_combinations; 1;//discard this item after combine 1011;//combines with 1;//discard that item after combine 8;//combine time 0;//can be broken up begin_items_given; 1013;//result of combine 1;//amount to give end_items_given; end_combinations; Android Vision III;//name Android Nightvision +2 Upgrades - Final----- 1013;//identifier 4;//item class 0.0;//weight Press G to turn on Nigthvision and X for the Targeting Beam. This device is fully upgraded and no longer consumes power.;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes goggles.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; 4;//wield slot number end_wield_slots; begin_effects_block; Night Vision enabled;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key g;//quick key begin_conditions; end_conditions; begin_effects;//bright, creature-red, items-blue 8;//effect number 0;//parameter1 0;//parameter2 .8;//parameter3 0;//parameter4 8;//effect number 1;//parameter1 0;//parameter2 0.5;//parameter3 0.8;//parameter4 8;//effect number 2;//parameter1 0;//parameter2 0.8;//parameter3 0;//parameter4 8;//effect number 3;//parameter1 0.8;//parameter2 0.5;//parameter3 0;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Hidden Android Targeting Beam;//name------------------------------------ 1014;//identifier 4;//item class 0.000000;//weight You shouldn't be able to see this.;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 0;//visible in inventory 0=no (can only be used via quick keys), 1=yes diode.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Targeting Systeam Activated.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key x;//quick key begin_conditions; end_conditions; begin_effects; 6;//effect number 2.000000;//parameter1 0.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Forcefield Upgrade;//name------------------------------------------------ 1020;//identifier 4;//item class 4.000000;//weight Use this item to integrate it into your defense sub-systems.;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes shield2.png;//texture name - good ones are chip and en_unit -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Your defenses are now improved;//event text This won't have any effect;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes U;//use key - set to u for finished upgrades -1;//quick key begin_conditions; 5;//condition - bar is less than 3;//condition parameter0 - armor bar 6;//condition parameter1 - is less than end_conditions; begin_effects; 4;//effect number - increase bar 1;//parameter1 - by one 1;//parameter2 - don't override min/max 3;//parameter3 - armor bar 0;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Advanced Forcefield Upgrade;//name--------------------------------------- 1021;//identifier 4;//item class 5.000000;//weight Use this item (U) to integrate it into your defense sub-systems.;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes shield2.png;//texture name - good ones are chip and en_unit -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Your defenses are now greatly improved;//event text Your forecefield is already at maximum power.;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes U;//use key - set to u for finished upgrades -1;//quick key begin_conditions; 5;//condition - bar is less than 3;//condition parameter0 - armor bar 10;//condition parameter1 - is less than end_conditions; begin_effects; 4;//effect number - increase bar 2;//parameter1 - by two 1;//parameter2 - don't override min/max 3;//parameter3 - armor bar 0;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Micro-Fission Reactor;//name--------------------------------------- 1030;//identifier 4;//item class 6.000000;//weight This should reduce my dependence on external power sources, but it will take many to fully power my systems;//short description none;//first pick up text 0.450000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes en_unit.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; The Energy Unit hums with energy.;//event text Exclusive to Android.;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes U;//use key -1;//quick key begin_conditions; 6;//condition - check for race 2;//condition parameter0 - android race 0;//condition parameter1 end_conditions; begin_effects; 11;//effect number - change bar max 1.000000;//parameter1 - energy bar 10.000000;//parameter2 - by this much 0.000000;//parameter3 0.000000;//parameter4 4;//effect number - increases bar 10.000000;//parameter1 - by this much 1.000000;//parameter2 - not over max 1.000000;//parameter3 - energy bar 0.000000;//parameter4 4;//effect number - increases bar 0.100000;//parameter1 - by this much 1.000000;//parameter2 - not over max 16.000000;//parameter3 - energy regen bar 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Prism Reactor;//name--------------------------------------- 1031;//identifier 4;//item class 7;//weight This unit is three times more effective than a micro-fission reactor;//short description none;//first pick up text 0.450000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes powerunit.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Your circuits surge with crystal energy.;//event text Exclusive to Android.;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes U;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 11;//effect number - change bar max 1;//parameter1 - energy bar 30;//parameter2 - by this much 0;//parameter3 0;//parameter4 4;//effect number - increases bar 30;//parameter1 - by this much 1;//parameter2 - not over max 1;//parameter3 - energy bar 0;//parameter4 4;//effect number - increases bar 0.3;//parameter1 - by this much 1;//parameter2 - not over max 16;//parameter3 - energy regen bar 0;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Android Recharge;//name--------------------------------------- 1032;//identifier 4;//item class 0.000000;//weight This built in port will allow you to use a fuel cell to fully charge your batteries. Hotkey (Z);//short description none.;//first pick up text 0.650000;//size on map 2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes charger.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 0;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Energy Supply Restored!;//event text You have no fuel cells.;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes z;//use key z;//quick key begin_conditions; 0;// must have item 10;// fuel cell 1;// at least one end_conditions; begin_effects; 16;//effect number - give item 10;//parameter1 - fuel cell -1;//parameter2 - take away one 0;//parameter3 0;//parameter4 4;//effect number - increase bar 10000;//parameter1 - by a ridiculous amount 1.000000;//parameter2 - cannot be above max 1.000000;//parameter3 - energy bar 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Incomplete Structure;//Incomplete A Robot Salvage + Long Metal Rod------ 1040;//identifier 4;//item class 6.000000;//weight This Structural Upgrade is incomplete. First it will need a particle accelerator, and then a systems module.;//short description none;//first pick up text 0.450000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes strupgrd.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; none.;//event text none.;//event failure text none;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes -1;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; end_effects; end_effects_block; begin_combinations; 1;//discard this item after combine 18;//combines with Particle Accelerator 1;//discard that item after combine 4;//combine time 1;//can be broken up begin_items_given; 1042;//result Incomplete C 1;//amount to give end_items_given; end_combinations; Incomplete Structure;//Incomplete B Robot Salvage + Particle Accel------ 1041;//identifier 4;//item class 6.000000;//weight This Structural Upgrade is incomplete. First it will need a long metal rod, and then a systems module.;//short description none;//first pick up text 0.450000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes strupgrd.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; none.;//event text none.;//event failure text none;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes -1;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; end_effects; end_effects_block; begin_combinations; 1;//discard this item after combine 6;//combines with Long Metal Rod 1;//discard that item after combine 4;//combine time 1;//can be broken up begin_items_given; 1042;//result Incomplete C 1;//amount to give end_items_given; end_combinations; Incomplete Structure;//Incomplete C Salvage + Rod + Particle Accel------ 1042;//identifier 4;//item class 7.000000;//weight This Structural Upgrade is almost finished. Now just combine it with a systems module.;//short description none;//first pick up text 0.450000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes strupgrd.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; none.;//event text none.;//event failure text none;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes -1;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; end_effects; end_effects_block; begin_combinations; 1;//discard this item after combine 1002;//combines with Basic Systems 1;//discard that item after combine 3;//combine time 1;//can be broken up begin_items_given; 1043;//result Basic Structural Upgrade 1;//amount to give end_items_given; 1;//discard this item after combine 1003;//combines with Advanced Systems 1;//discard that item after combine 3;//combine time 1;//can be broken up begin_items_given; 1044;//result Advanced Structural Upgrade 1;//amount to give end_items_given; end_combinations; Basic Structural Upgrade;//--------------------------------------------- 1043//identifier 4;//item class 9.000000;//weight This enhancement with both increase your carrying capacity as well as reinforce your body.;//short description none;//first pick up text 0.450000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes strupgrd.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Structural Reinforcement Complete.;//event text none.;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes u;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 42;//effect number - increase carrying capacity 20.000000;//parameter1 by 20 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 11;//effect number - increase bar max 0.000000;//parameter1 - health bar 20.000000;//parameter2 - by 20 0.000000;//parameter3 0.000000;//parameter4 4;//effect number - increase bar 20.000000;//parameter1 - by 20 1.000000;//parameter2 - not over max 0.000000;//parameter3 - health bar 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Advanced Structural Upgrade;//------------------------------------------- 1044//identifier 4;//item class 10.000000;//weight This enhancement with both increase your carrying capacity as well as reinforce your body.;//short description none;//first pick up text 0.450000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes strupgrd.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Structural Reinforcement Complete.;//event text none.;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes u;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 42;//effect number - increase carrying capacity 40.000000;//parameter1 by 40 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 11;//effect number - increase bar max 0.000000;//parameter1 - health bar 40.000000;//parameter2 - by 40 0.000000;//parameter3 0.000000;//parameter4 4;//effect number - increase bar 40.000000;//parameter1 - by 40 1.000000;//parameter2 - not over max 0.000000;//parameter3 - health bar 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Basic Self-Repair Upgrade;//name--------------------------------------- 1050;//identifier 4;//item class 6;//weight This diagnotstics and nanite replication module will slowly repair your damage over time.;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes andrepairupgrade.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 0;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Basic Units are no longer effective.;// Max Basic Token Checking none;// failure text none;// sound 0;// does not vanish u;// same use key -1;// no quick key begin_conditions; 0;//check for item 1054;// health regen token proxy 5;// Basic Cap 0;//check for item 1052;// Basic Health Regen Upgrade Max 0;// does not have end_conditions; begin_effects; 16;//give item 1052;// Basic Health Regen Upgrade Max 1;// number 0;// to main inventory 0;// not used end_effects; Damage control systems activated.;//Main Effects This unit will provide no benefit.;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes U;//use key -1;//quick key begin_conditions; 0;//check for item 1052;// Basic Health Regen Upgrade Max 0;// does not have 0;//check for item 1053;// Total Health Upgrade Max 0;// does not have end_conditions; begin_effects; 4;//increase bar - remove when token implemented 0.25;//by this much 1;//not over max 17;//health regen bar 0;//not used 16;//give item 1054;//health regen token proxy 1;// number 0;// to main inventory 0;// not used end_effects; end_effects_block; begin_combinations; end_combinations; Advanced Self-Repair Upgrade;//name-------------------------------------- 1051;//identifier 4;//item class 7;//weight This advanced module is far more effective than the basic unit.;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes andrepairupgrade.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 0;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Basic upgrades no longer effective.;// Max Basic Token Checking none;// none;// sound 0;// does not vanish u;// same use key -1;// no quick key begin_conditions; 0;//check for item 1054;// health regen token proxy 5;// Basic Cap 0;//check for item 1052;// Basic Health Regen Upgrade Max 0;// does not have end_conditions; begin_effects; 16;//give item 1052;// Basic Health Regen Upgrade Max 1;// number 0;// to main inventory 0;// not used end_effects; Advanced Upgrades no longer effective.;// Max Total Token Checking none;// none;// sound 0;// does not vanish u;// same use key -1;// no quick key begin_conditions; 0;//check for item 1054;// health regen token proxy 10;// Total Cap 0;//check for item 1053;// Total Health Regen Upgrade Max 0;// does not have end_conditions; begin_effects; 16;//give item 1053;// Total Health Regen Upgrade Max 1;// number 0;// to main inventory 0;// not used end_effects; Damage control at Peak Effectiveness.;// Special Case none;// use.wav;//sound, none for nothing 1;// does vanish u;// same use key -1;// no quick key begin_conditions; 0;//check for item 1054;// health regen token proxy 9;// would cause overflow 0;//check for item 1053;// Total Health Upgrade Max 0;// does not have end_conditions; begin_effects; 16;//give item 1054;// health regen token proxy 1;// number 0;// to main inventory 0;// not used 16;//give item 1053;// Total Health Regen Upgrade Max 1;// number 0;// to main inventory 0;// not used end_effects; Damage control systems activated.;//Main Effects Self-Repair Upgrades Maxed.;//event failure text use.wav;//sound, none for nothing 1;//vanishes after event, 0=no, 1=yes U;//use key -1;//quick key begin_conditions; 0;//check for item 1053;// Total Health Upgrade Max 0;// does not have end_conditions; begin_effects; 4;//increase bar - remove when token implemented 0.5;//by this much 1;//not over max 17;//health regen bar 0;//not used 16;//give item 1054;//health regen token proxy 2;// number 0;// to main inventory 0;// not used end_effects; end_effects_block; begin_combinations; end_combinations; Basic Max Regen Token;//name--------------------------------------- 1052;//identifier 4;//item class 0;//weight This markes that the basic repair upgrade is no longer useful;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 0;//visible in inventory 0=no (can only be used via quick keys), 1=yes andrepairupgrade.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 0;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; end_effects_block; begin_combinations; end_combinations; Advanced Max Regen Token;//name--------------------------------------- 1053;//identifier 4;//item class 0;//weight This markes that the advanced repair upgrade is no longer useful;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 0;//visible in inventory 0=no (can only be used via quick keys), 1=yes andrepairupgrade.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 0;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; end_effects_block; begin_combinations; end_combinations; Health Regen Token Proxy;//name--------------------------------------- 1054;//identifier 4;//item class 0;//weight This item will be replaced by Noture17's token;//short description none;//first pick up text 0.350000;//size on map 1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 0;//visible in inventory 0=no (can only be used via quick keys), 1=yes andrepairupgrade.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 0;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; end_effects_block; begin_combinations; end_combinations; Salvaged (M) Turret;//name--------------------------------------- 1090;//identifier 0;//item class 10.000000;//weight You are sure you can extract the Computer Unit and possibly some spare parts or ammo. However, you will not be able to retrieve all the components like you would using a repair pack.;//short description none;//first pick up text 0.500000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes mturret3.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Computer Unit Salvaged.;//----- START OF ALL TURRETS----- none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; end_conditions; begin_effects; 16;//give item 7;//Computer Unit 1;//quantity 0;//to main inventory 0;//not used end_effects; Energy Unit Salvaged.;// none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; end_conditions; begin_effects; 16;//give item 12;//Energy Unit 1;//quantity 0;//to main inventory 0;//not used end_effects; Long Metal Rod Salvaged.;// none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 2;// range, 1=50%, 2=33%, 3=25%, etc 0;// not used end_conditions; begin_effects; 16;//give item 6;//Long Metal Rod 1;//quantity 0;//to main inventory 0;//not used end_effects; Motion Detector salvaged.;//replace with what was salvaged none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 2;// range, 1=50%, 2=33%, 3=25%, etc 0;// not used end_conditions; begin_effects; 16;//give item 29;//motion detector 1;//quantity 0;//to main inventory 0;//not used end_effects; Spare Parts Salvaged.;// One none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 2;// range, 0;// not used end_conditions; begin_effects; 16;//give item 1004;//Spare Parts 1;//quantity 0;//to main inventory 0;//not used end_effects; Spare Parts Salvaged.;// Two none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 3;// range, 1=50%, 2=33%, 3=25%, etc 0;// not used end_conditions; begin_effects; 16;//give item 1004;//Spare Parts 2;//quantity 0;//to main inventory 0;//not used end_effects;------- END OF ALL TURRETs ------ Particle Accelerator Salvaged.;//-- START OF NON-LASER -- none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 2;// range, 1=50%, 2=33%, 3=25%, etc 0;// not used end_conditions; begin_effects; 16;//give item 18;//Particle Accel 1;//quantity 0;//to main inventory 0;//not used end_effects; Glass Tube Salvaged.;// none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 2;// range, 1=50%, 2=33%, 3=25%, etc 0;// not used end_conditions; begin_effects; 16;//give item 79;//Glass Tube 1;//quantity 0;//to main inventory 0;//not used end_effects;--------- END OF NON LASER --------- A Bullet Salvaged.;//--------- START OF MG AMMO --------- none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 2;// range, 1=50%, 2=33%, 3=25%, etc 0;// not used end_conditions; begin_effects; 16;//give item 72;//Bullets 1;//quantity 0;//to main inventory 0;//not used end_effects; Some Bullets Salvaged.;// none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 2;// range, 1=50%, 2=33%, 3=25%, etc 0;// not used end_conditions; begin_effects; 16;//give item 72;//Bullets 2;//quantity 0;//to main inventory 0;//not used end_effects; Some Bullets Salvaged.;// none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 2;// range, 1=50%, 2=33%, 3=25%, etc 0;// not used end_conditions; begin_effects; 16;//give item 72;//Bullets 4;//quantity 0;//to main inventory 0;//not used end_effects; Some Bullets Salvaged.;// none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 2;// range, 1=50%, 2=33%, 3=25%, etc 0;// not used end_conditions; begin_effects; 16;//give item 72;//Bullets 8;//quantity 0;//to main inventory 0;//not used end_effects; Some Bullets Salvaged.;// none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 3;// range, 1=50%, 2=33%, 3=25%, etc 0;// not used end_conditions; begin_effects; 16;//give item 72;//Bullets 16;//quantity 0;//to main inventory 0;//not used end_effects; A Lot of Bullets Salvaged.;// none;//event failure text none;//no sound, could get annoying 0;//does not vanish after event, removed at end u;//normally done by script, but just in case -1;//no quick key begin_conditions; 8;// occurs if random # is zero 4;// range, 1=50%, 2=33%, 3=25%, etc 0;// not used end_conditions; begin_effects; 16;//give item 72;//Bullets 32;//quantity 0;//to main inventory 0;//not used end_effects;------ END OF MG AMMO -------- none;// Salvage Completed none;//event failure text use.wav;//sound 1;//removes item u;//normally done by script, but just in case -1;//no quick key begin_conditions; end_conditions; begin_effects; end_effects; end_effects_block; begin_combinations; end_combinations; end_of_file;
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