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Anton Vorobyov edited this page Mar 19, 2015 · 10 revisions

All holders take at least type_id as their first required argument.

Booster

No special properties implemented yet. All effects and side-effects are applied when you add it to fit, and you have no control over it.

Character

No special properties.

Charge

#####.container Refers module into which charge is loaded.

Drone

EffectBeacon

Used for various system-wide effects, like wormhole or incursion Sansha anomalies. No special properties.

Implant

No special properties.

ModuleHigh, ModuleMed, ModuleLow

Rig

No special properties.

Ship

.resistances

All of ship resistances are available here, you can access them via .resistances.[hull/armor/shield].[em/thermal/kinetic/explosive]. They are exposed as absolute numbers, i.e. 0.7 for 70%.

.hp

Access amount of raw hitpoints ship has. Following data is available: .hp.[hull/armor/shield/total].

.get_ehp(damage_profile)

Get effective hitpoints versus passed damage profile (DamageTypes object). At least one of values in damage_profile should be more than 0, otherwise ValueError will be raised. Following data is available: .get_ehp(damage_profile).[hull/armor/shield/total].

.worst_case_ehp

Return EVE-style effective hitpoints - for each given layer take worst resistance and calculate EHP against it. Following data is available: . worst_case_ehp.[hull/armor/shield/total].

Skill

.level

Access/set skill level.

Stance

Also known as tech3 destroyer tactical mode. No special properties.

Subsystem

Tech 3 cruiser subsystem. No special properties.

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