Editors Note: (needs to be updated)
Functions Documentation
View Function Edit Function
Name shpEnhanceItem
Syntax (shpEnhanceItem ship itemListCursor [number])
Argument List ship: The ship that you want to enhance an item in.
itemListCursor: Where on the ship the item is.
number: The enhance code.
Returns condition: True is successful.
Category ship, enhancement, item
Description Enhances the pointed at item.
Example
Comment * enhanceCodes (always starts with 0x*Value*, e.g. 0x0101):
* 010X For enhancing hitpoint; 10% hp multiplied with X (e.g., 0101 = +10% hp, 0102 = +20% hp, etc.)
* 810X for reducing hitpoints;-10% hp multiplied with X (e.g., 8101 = -10% hp, 8102 = -20% hp, etc.)
* 0200 Regenerate (like Duralloy, only applies to armor)
* 8200 Decay (like Transuranic, only applies to armor)
* 03YX Reflect damage type Y with X effectiveness (X{effectiveness} starts with 0=50% and rises in 5% steps; Y{dam type} is listed further down)
* 83Y0 Transparency to damage Y, applies only to shields (e.g., 8300 = shield does not absorb laser damage, 8310 = shield does not reflect kinetic damage).
* 050X reduce damage to armor/shield (e.g., 0500 = armor/shield takes 100% of damage; 0501 = 90% of damage; 0502 = 80% of damage, etc.)
* 850X enhance damage to armor/shield (e.g., 8500 = armor/shield takes 100% of damage; 8501 = 111% damage; 8502 = 125% damage; 8503 = 143% damage, etc.)
* 060X reduce ENERGY damage (e.g., laser, particle, etc.). % is same as 050X.
* 860X enhance ENERGY damage. % is same as 850X.
* 070X reduce MATTER damage (e.g., kinetic, blast, etc.). % is same as 050X.
* 870X enhance MATTER damage. % is same as 850X.
* 08YX reduce damage when damage is of type Y or of type Y+1. For example, 080X adjusts damage to armor/shield when hit by either laser or kinetic damage. % is same as 050X.
* 88YX enhance damage when damage is of type Y or of type Y+1. % is same as 850X.
* 09YX reduce damage when damage is of type Y (e.g., 0901 = armor/shield takes 90% damage from laser; 0911 = armor/shield takes 90% damage from kinetic). % is same as 050X.
* 89YX enhance damage when damage is of type Y. % is same as 850X.
* 0AYX reduce damage with % same as 050X. If damage is of type Y+2, adjusts damage with % equal to 1.5 times 050X. (e.g., 0A05: For laser damage, adjustment is 50%; for particle damage, adjustment is 75%.)
* 8AYX If damage is of type Y, enhance damage with % same as 050X. If damage is of type Y+2, adjusts damage with % equal to 1.5 times 850X.
* 0B00 Armor is immune to radiation.
* 0B10 Armor is immune to blinding.
* 0B20 Armor is immune to EMP.
* 0B30 Armor is immune to device damage.
* 0B40 Armor is immune to disintegration.
* 0C00 Armor is immune to blinding/EMP/device damage.
* 8C00 Armor interferes with shields (like meteorsteel) - no shields.
* 0D00 Armor regenerates near sun - solar regeneration.
* 0E00 Armor refuels reactor near sun - solar power.
* 0F0X Shield consumes less power (X values: 0=100%, 1=90% etc. of original value).
* 8F0X Shield consumes more power (8F00 = shield consumes 100% of rated power, 8F01 = consumes 111% of rated power, 8F02 = consumes 125% of rated power, 8F03 = consumes 143% of rated power).
* Reducing: changes by 10% -> x/% 0/100 1/90 2/80 3/70 4/60 5/50 6/40 7/30 8/20 9/10 (A/0?)
* Enhancing: changes by ??? -> x/% 0/100 1/111 2/125 3/143 4/ 5/ 6/ 7/ 8/ 9/ (A/)