| Weapon Mutators |
|
| weaponMod |
True/False; Does the mutator affect weapons? |
| weaponType |
ballistic/rocket/laser; Change weapons to this weapon type; set to def for no change |
| bulletType |
Bullet the weapon should now fire, if weaponType = ballistic. Set to def for no change |
| RoF |
New weapon fire rate, set to -1 for no change |
| MaxDeviation |
new weapon Accuracy, set to -1 for no change |
| laserDamage |
new laser damage of weapon, set to -1 for no change. Lasers are assumed to be pulselasers; for beam lasers use RoF = 3000 and MaxDeviation = 0 |
| instaGib |
One shot, one kill; weapon will kill enemy craft with single hit |
| Craft Mutators |
|
| Vampirism |
Amount of HP restored to all parts on the craft per hit; can overcharge part HP above default maximums |
| Regen |
Amount of HP regenerated by each part, per 5 second interval. Can be negative to do HP drain instead |
| EngineMult |
Engine thrust multiplier. Leave at -1 for no change |
| Strength |
Weapon damage multiplier; weapons deal more (or less, if < 1) damage, but retain default blast radii if explosive. Set to -1 for no change |
| Defense |
Defense multiplier, parts recieveless (or more, if < 1) damage from all incoming attacks. Leave at -1 for no change |
| Vengeance |
Craft explodes in micro-nuclear explosion shortly after death |
| MassModd |
Craft gains (or loses, if negative) this much mass, in tons. mass is equally distributed across all parts |
| Resource Mutators |
|
| resourceSteal |
True/False; craft will steal fuel/ammo on hit |
| resourceTax |
Listed resources will be drained/regened while mutator active. use semicolons to for lists of resources, e.g. LiquidFuel; Oxidizer; ElectricCharge; |
| resourceTaxRate |
quantity of resource(s) lost (or gained, if negative), per 5 second interval |
| Mutator UI |
|
| icon |
Mutator UI icon to display if icons are enabled |
| iconColor |
color of mutator UI icon, if icons enabled |