NoMansSky:Reference Guides/HazardTable

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Hazard Table

Handles the environmental hazards that affect the player/suit. This currently includes: No hazards, no oxygen, extreme cold and heat, radiation, and toxic gas.

HAZARDTABLE
File Suffix: MBIN
Template Name: GcPlayerHazardData
Directory: METADATA/SIMULATION/ENVIRONMENT/
Knowledge State: Partially Understood
Summary: Handles the environmental hazards.

Data Structure

The following the the completed structure of an entry in the HazardTable. Below it, the structure is broken down for explanation.

    <Property name="NoOxygen" value="GcPlayerHazardData.xml">
      <Property name="ProtectionInitialTime" value="10" />
      <Property name="ProtectionTime" value="Vector2f.xml">
        <Property name="x" value="90" />
        <Property name="y" value="90" />
      </Property>
      <Property name="DamageRate" value="Vector2f.xml">
        <Property name="x" value="10" />
        <Property name="y" value="10" />
      </Property>
      <Property name="WoundRate" value="Vector2f.xml">
        <Property name="x" value="10" />
        <Property name="y" value="10" />
      </Property>
      <Property name="RechargeInitialTime" value="1" />
      <Property name="RechargeTime" value="10" />
      <Property name="Damage" value="NOOXYDAMAGE" />
      <Property name="Increases" value="False" />
      <Property name="Curve" value="TkCurveType.xml">
        <Property name="Curve" value="Linear" />
      </Property>
      <Property name="TriggerValue" value="0.5" />
      <Property name="CapValue" value="1" />
      <Property name="CriticalValue" value="1" />
      <Property name="OutputMultiplier" value="1" />
      <Property name="OutputMinAddition" value="0" />
      <Property name="OutputMaxAddition" value="0" />
    </Property>

Entry Start

<Property name="NoOxygen" value="GcPlayerHazardData.xml">

Name
The name of the hazard. In this case, NoOxygen, refers to running out of air.
Value
This is the template that holds the variables used within each segment.

ProtectionInitialTime

Variable: float
Description: Unknown
Defined: <Property name="ProtectionInitialTime" value="10" />

ProtectionTime

Variable: Defined as Vector2f in the GcPlayerHazardData.xml template. Vector2f carries two float variables as such: vector2f(x,y).
Description: Controls the amount of protection the player has before taking damage.
Defined:
      <Property name="ProtectionTime" value="Vector2f.xml">
        <Property name="x" value="90" />
        <Property name="y" value="90" />
      </Property>

DamageRate

Variable: Defined as Vector2f in the GcPlayerHazardData.xml template. Vector2f carries two float variables as such: vector2f(x,y).
Description: Controls the rate of damage done by the hazard (top bar in-game).
Defined:
      <Property name="DamageRate" value="Vector2f.xml">
        <Property name="x" value="10" />
        <Property name="y" value="10" />
      </Property>

WoundRate

Variable: Defined as Vector2f in the GcPlayerHazardData.xml template. Vector2f carries two float variables as such: vector2f(x,y).
Description: Controls the rate of health take by the hazard (bottom bar in-game). Needs to be confirmed
Defined:
      <Property name="WoundRate" value="Vector2f.xml">
        <Property name="x" value="10" />
        <Property name="y" value="10" />
      </Property>

RechargeInitialTime

Variable: float
Description: Unknown
Defined: <Property name="RechargeInitialTime" value="1" />

RechargeTime

Variable: float
Description: Time it takes to recharge protection once hazard is cleared.
Defined: <Property name="RechargeTime" value="10" />

Damage

Variable: string
Description: Defines the type of damage taken. Types of damages are in turn determined by the GcPlayerHazardType template.
Defined: <Property name="Damage" value="NOOXYDAMAGE" />

Increases

Variable: bool
Description: Unknown
Defined: <Property name="Increases" value="False" />

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