Class MemFlags
java.lang.Object
com.fs.starfarer.api.impl.campaign.ids.MemFlags
Variable names for stuff stored in memory that:
1) Generally is used more than once in code, so it's convenient to track from here.
These may or may not be used in rules.csv.
- Author:
- Alex Mosolov Copyright 2014 Fractal Softworks, LLC
-
Field Summary
FieldsModifier and TypeFieldDescriptionstatic final String
static final String
static final String
static final String
static final String
To make a faction consider the system its territory for the purpose of sending punitive expeditions against player colonies there.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
Should only be used in conjunction with FLEET_BUSY.static final String
static final String
static final String
static String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
For stuff like the Galatia Academy, where the market is fake and doesn't have the standard buy/sell/fleet/etc interaction options.static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
static final String
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static final String
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About what is on a case-by-case basis determined by rules and other flags on the fleet. -
Constructor Summary
Constructors -
Method Summary
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Field Details
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WILL_HASSLE_PLAYER
About what is on a case-by-case basis determined by rules and other flags on the fleet. This will just make a fleet with this flag periodically pursue the player and try to interact with them.- See Also:
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HASSLE_TYPE
- See Also:
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NON_HOSTILE_OVERRIDES_MAKE_HOSTILE
- See Also:
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NO_HIGH_BURN_TOPOGRAPHY_READINGS
- See Also:
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DO_NOT_TRY_TO_AVOID_NEARBY_FLEETS
- See Also:
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LIGHT_SOURCE_OVERRIDE
- See Also:
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LIGHT_SOURCE_COLOR_OVERRIDE
- See Also:
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AUTO_OPEN_BUY_SHIPS_TAB
- See Also:
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SHRINE_PILGRIM_FLEET
- See Also:
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ACADEMY_FLEET
- See Also:
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MAY_GO_INTO_ABYSS
- See Also:
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TEMPORARILY_NOT_AVOIDING_ABYSSAL
- See Also:
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AVOIDING_ABYSSAL_HYPERSPACE
- See Also:
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OFFICER_SKILL_PICKS_PER_LEVEL
- See Also:
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OFFICER_MAX_LEVEL
- See Also:
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OFFICER_MAX_ELITE_SKILLS
- See Also:
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KANTA_BLUFFS
- See Also:
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PLAYER_UNTRUSTWORTHY
- See Also:
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GLOBAL_SENSOR_BURST_JUST_USED_IN_CURRENT_LOCATION
- See Also:
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JUST_DID_SENSOR_BURST
- See Also:
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JUST_TOGGLED_TRANSPONDER
- See Also:
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GLOBAL_INTERDICTION_PULSE_JUST_USED_IN_CURRENT_LOCATION
- See Also:
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JUST_DID_INTERDICTION_PULSE
- See Also:
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EXTRA_SENSOR_INDICATORS
- See Also:
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SENSOR_INDICATORS_OVERRIDE
- See Also:
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EXCEPTIONAL_SLEEPER_POD_OFFICER
- See Also:
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SUSPECTED_AI
- See Also:
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PLAYER_ATROCITIES
- See Also:
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FACTION_SATURATION_BOMBARED_BY_PLAYER
- See Also:
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STORY_CRITICAL
- See Also:
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MARKET_HAS_CUSTOM_INTERACTION_OPTIONS
For stuff like the Galatia Academy, where the market is fake and doesn't have the standard buy/sell/fleet/etc interaction options.- See Also:
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MARKET_CAN_ALWAYS_INCENTIVIZE_GROWTH
- See Also:
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MARKET_EXTRA_SUSPICION
- See Also:
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PATROL_EXTRA_SUSPICION
- See Also:
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CAN_ONLY_BE_ENGAGED_WHEN_VISIBLE_TO_PLAYER
- See Also:
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RECENTLY_SALVAGED
- See Also:
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FLEET_DO_NOT_IGNORE_PLAYER
- See Also:
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FLEET_IGNORES_OTHER_FLEETS
- See Also:
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FLEET_IGNORED_BY_OTHER_FLEETS
- See Also:
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FLEET_IGNORED_BY_FACTION
- See Also:
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FLEET_PATROL_DISTANCE
- See Also:
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RECENTLY_PERFORMED_RAID
- See Also:
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RECENTLY_RAIDED
- See Also:
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RECENTLY_BOMBARDED
- See Also:
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STATION_FLEET
- See Also:
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STATION_BASE_FLEET
- See Also:
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STATION_MARKET
- See Also:
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STAR_SYSTEM_IN_ANCHOR_MEMORY
- See Also:
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PREV_SALVAGE_SPECIAL_DATA
- See Also:
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SALVAGE_SPECIAL_DATA
- See Also:
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SALVAGE_SEED
- See Also:
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SALVAGE_SPEC_ID_OVERRIDE
- See Also:
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SALVAGE_DEBRIS_FIELD
- See Also:
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SALVAGE_DEFENDER_OVERRIDE
- See Also:
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ENTITY_MISSION_IMPORTANT
- See Also:
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FLEET_INTERACTION_DIALOG_CONFIG_OVERRIDE_GEN
- See Also:
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FCM_FACTION
- See Also:
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FCM_EVENT
- See Also:
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FLEET_NO_MILITARY_RESPONSE
- See Also:
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FLEET_FIGHT_TO_THE_LAST
- See Also:
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FLEET_BUSY
- See Also:
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FLEET_SPECIAL_ACTION
Should only be used in conjunction with FLEET_BUSY. "busy" fleets will not be co-opted by MilitaryResponseScript, and FLEET_SPECIAL_ACTION is used to mark already "busy" fleets as being engaged in doing something specific so that they are not picked for a different action.- See Also:
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FLEET_MILITARY_RESPONSE
- See Also:
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FLEET_CHASING_GHOST
- See Also:
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FLEET_NOT_CHASING_GHOST
- See Also:
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FLEET_CHASING_GHOST_RANDOM
- See Also:
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MEMORY_KEY_PATROL_ALLOW_TOFF
- See Also:
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OBJECTIVE_NON_FUNCTIONAL
- See Also:
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MEMORY_KEY_NO_SHIP_RECOVERY
- See Also:
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MARKET_MILITARY
- See Also:
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MARKET_PATROL
- See Also:
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MEMORY_KEY_SOURCE_MARKET
- See Also:
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MEMORY_KEY_PATROL_FLEET
- See Also:
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MEMORY_KEY_WAR_FLEET
- See Also:
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MEMORY_KEY_RAIDER
- See Also:
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MEMORY_KEY_CUSTOMS_INSPECTOR
- See Also:
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MEMORY_KEY_TRADE_FLEET
- See Also:
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MEMORY_KEY_SCAVENGER
- See Also:
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MEMORY_KEY_SMUGGLER
- See Also:
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MEMORY_KEY_PIRATE
- See Also:
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MEMORY_KEY_FLEET_TYPE
- See Also:
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MEMORY_KEY_FLEET_DO_NOT_GET_SIDETRACKED
- See Also:
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MEMORY_KEY_FORCE_TRANSPONDER_OFF
- See Also:
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MEMORY_KEY_SKIP_TRANSPONDER_STATUS_INFO
- See Also:
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MEMORY_KEY_AVOID_PLAYER_SLOWLY
- See Also:
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MEMORY_KEY_NEVER_AVOID_PLAYER_SLOWLY
- See Also:
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MEMORY_KEY_MAKE_HOSTILE
- See Also:
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MEMORY_KEY_MAKE_HOSTILE_TO_PLAYER_TRADE_FLEETS
- See Also:
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MEMORY_KEY_MAKE_HOSTILE_TO_ALL_TRADE_FLEETS
- See Also:
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MEMORY_KEY_MAKE_HOSTILE_WHILE_TOFF
- See Also:
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MEMORY_KEY_MAKE_NON_HOSTILE
- See Also:
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MEMORY_KEY_ALLOW_PLAYER_BATTLE_JOIN_TOFF
- See Also:
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MEMORY_KEY_MAKE_ALWAYS_PURSUE
- See Also:
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MEMORY_KEY_MAKE_PREVENT_DISENGAGE
- See Also:
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MEMORY_KEY_MAKE_ALLOW_DISENGAGE
- See Also:
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MEMORY_KEY_MAKE_AGGRESSIVE
- See Also:
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MEMORY_KEY_MAKE_HOLD_VS_STRONGER
- See Also:
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MEMORY_KEY_MAKE_AGGRESSIVE_ONE_BATTLE_ONLY
- See Also:
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MEMORY_KEY_MAKE_NON_AGGRESSIVE
- See Also:
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MEMORY_KEY_RECENTLY_DEFEATED_BY_PLAYER
- See Also:
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MEMORY_KEY_NO_JUMP
- See Also:
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MEMORY_KEY_ALLOW_LONG_PURSUIT
- See Also:
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MEMORY_KEY_IGNORE_PLAYER_COMMS
- See Also:
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MEMORY_KEY_SAW_PLAYER_WITH_TRANSPONDER_OFF
- See Also:
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MEMORY_KEY_SAW_PLAYER_WITH_TRANSPONDER_ON
- See Also:
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MEMORY_KEY_PURSUE_PLAYER
- See Also:
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MEMORY_KEY_STICK_WITH_PLAYER_IF_ALREADY_TARGET
- See Also:
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MEMORY_MARKET_SMUGGLING_SUSPICION_LEVEL
- See Also:
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MEMORY_KEY_PLAYER_HOSTILE_ACTIVITY_NEAR_MARKET
- See Also:
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SPREAD_TOFF_HOSTILITY_IF_LOW_IMPACT
- See Also:
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MEMORY_KEY_LOW_REP_IMPACT
- See Also:
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MEMORY_KEY_NO_REP_IMPACT
- See Also:
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MEMORY_KEY_EVERYONE_JOINS_BATTLE_AGAINST
- See Also:
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MEMORY_KEY_DO_NOT_SHOW_FLEET_DESC
- See Also:
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MEMORY_KEY_FORCE_AUTOFIT_ON_NO_AUTOFIT_SHIPS
- See Also:
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MEMORY_KEY_MISSION_IMPORTANT
- See Also:
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CLAIMING_FACTION
To make a faction consider the system its territory for the purpose of sending punitive expeditions against player colonies there.- See Also:
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MEMORY_KEY_NUM_GR_INVESTIGATIONS
- See Also:
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MEMORY_KEY_REQUIRES_DISCRETION
- See Also:
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MARKET_DO_NOT_INIT_COMM_LISTINGS
- See Also:
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HIDDEN_BASE_MEM_FLAG
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Constructor Details
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MemFlags
public MemFlags()
-