UNDER CONSTRUCTION
A read-only list of the default game stats (prior to any modifiers or upgrades) for droid components, buildings, etc... |
// normal syntax (component/building stats) var val = Stats.<section>[<name>].<property> // syntax specific to WeaponClass var wepClasses = Stats.WeaponClasses; // array |
The stats are grouped by player, then section.
Property | Type | Description | Game Ver |
---|---|---|---|
<section> | Property name | The section of the stats object to inspect:
| |
<name> | String | The name of the component or building. | |
<property> | Property name | The property to inspect. Property names are specific to the <section> (see lists below). |
// syntax var bodyStat = Stats.Body[<name>].<property>; // example: Tiger engine power var tigerPower = Stats.Body["Tiger"].Power; |
The following properties are defined for each body component:
Property | Type | Description | Game Ver |
---|---|---|---|
<name> | String | The name of the body component. Example: "Tiger" | |
<property> | Property name | The property to inspect:
|
Sensor
+ Id
+ Weight
+ BuildPower
+ BuildTime
+ HitPoints
+ Range
ECM
+ Id
+ Weight
+ BuildPower
+ BuildTime
+ HitPoints
+ Range
Repair
+ Id
+ Weight
+ BuildPower
+ BuildTime
+ HitPoints
+ RepairPoints
Construct
+ Id
+ Weight
+ BuildPower
+ BuildTime
+ HitPoints
+ ConstructorPoints
Weapon
+ Id
+ Weight
+ BuildPower
+ BuildTime
+ HitPoints
+ MaxRange
+ MinRange
+ HitChance
+ FirePause
+ ReloadTime
+ Rounds
+ Radius
+ Damage
+ RadiusDamage
+ RepeatDamage
+ RepeatTime
+ RepeatRadius
+ ImpactType (weapon sub class)
+ RepeatType (periodical effect weapon sub class)
+ ImpactClass (one of "KINETIC" or "HEAT")
+ RepeatClass (one of "KINETIC" or "HEAT")
+ FireOnMove
WeaponClass
+ (... list of weapon classes ...)
Building
+ Id
+ Type (one of "Wall", "Structure" or "Demolish")
+ ResearchPoints
+ RepairPoints
+ PowerPoints
+ ProductionPoints
+ RearmPoints
+ Armour
+ Resistance
+ Thermal
+ HitPoints
All numeric values are the actual integer values that are used in the game (not percentages), unless specified otherwise. |
AvailabilityRequires:
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