DotNet.Ships.Record.PreEngineeredVariant - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki
EliteDangerousAlmanac / Ships / PreEngineeredVariant
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/PreEngineered.cs:82
One pre-engineered module variant: a pairing of a stock module with the engineering identity it ships with, rather than a module in its own right.
new PreEngineeredVariant(
Symbol,Name,BlueprintSymbol,Grade,Acquisition,ExperimentalEffectSymbol?,EngineeringLocked?,MercCoinCost?,DamageDistribution?,Modifiers?)
string
The base module's symbol, which joins to the outfitting registry.
string
The variant's display name. A festive row includes its colour, so variants of the same launcher stay distinct.
string
The identifier the game writes in a loadout event's blueprint field. Most join to BlueprintCatalogue. A festive decorative identifier does not, because it names a fixed reward article rather than a recipe a player can apply. On any reward variant the identifier names the article rather than reproducing it: alongside its blueprint and effect, a reward carries hand-set modifiers no blueprint grants, so rolling that recipe to that grade does not arrive at the same module.
int
The engineering grade already applied, from 1 through 5.
Where the variant comes from.
string? = null
The experimental effect the article arrives with, which joins to ExperimentalEffectCatalogue. It is absent when the variant carries none.
bool = false
true when the article is final and accepts no further engineering. It marks the pre-engineered Guardian weapons and the fixed Enzyme and anti-xeno rewards. Neither a blueprint nor an experimental effect may be applied to these articles, and their baked engineering cannot be removed.
int? = null
The shop price in Merc Coin, present on a Mercenary row alone: the other routes are not bought with a currency. It is the purchase alone, and engineering the article above the grade it is sold at costs further Merc Coin per roll.
DamageDistribution? = null
The fixed damage-type shares the variant arrives with.
IReadOnlyList<PreEngineeredModifier>? = null
The hand-set stat block the variant arrives with, sorted by label. Every catalogued variant carries this block.
Acquisition:
PreEngineeredAcquisition
Where the variant comes from.
BlueprintSymbol:
string
The identifier the game writes in a loadout event's blueprint field. Most join to BlueprintCatalogue. A festive decorative identifier does not, because it names a fixed reward article rather than a recipe a player can apply. On any reward variant the identifier names the article rather than reproducing it: alongside its blueprint and effect, a reward carries hand-set modifiers no blueprint grants, so rolling that recipe to that grade does not arrive at the same module.
DamageDistribution:
DamageDistribution?
The fixed damage-type shares the variant arrives with.
EngineeringLocked:
bool
true when the article is final and accepts no further engineering. It marks the pre-engineered Guardian weapons and the fixed Enzyme and anti-xeno rewards. Neither a blueprint nor an experimental effect may be applied to these articles, and their baked engineering cannot be removed.
ExperimentalEffectSymbol:
string?
The experimental effect the article arrives with, which joins to ExperimentalEffectCatalogue. It is absent when the variant carries none.
Grade:
int
The engineering grade already applied, from 1 through 5.
MercCoinCost:
int?
The shop price in Merc Coin, present on a Mercenary row alone: the other routes are not bought with a currency. It is the purchase alone, and engineering the article above the grade it is sold at costs further Merc Coin per roll.
Modifiers:
IReadOnlyList<PreEngineeredModifier>?
The hand-set stat block the variant arrives with, sorted by label. Every catalogued variant carries this block.
Name:
string
The variant's display name. A festive row includes its colour, so variants of the same launcher stay distinct.
Symbol:
string
The base module's symbol, which joins to the outfitting registry.