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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

.__init__(type_id, state=State.offline)

Drones have mutable state, and you can change it on Drone instantiation.

.state

Get/set state of module, When setting, accepts any value of State enum. For drones, State.offline means it's in dronebay, State.online - in space, State.active - engaging target.

HP attributes

They have the same meaning as on ship. Refer to description of following attributes:

  • .resistances
  • .hp
  • .get_ehp(damage_profile)
  • .worst_case_ehp

Special attributes

Shortcuts to some item attributes provided as holder attributes, same as on Modules. Following attributes are available:

  • .tracking_speed
  • .optimal_range
  • .falloff_range
  • .cycle_time

EffectBeacon

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

Implant

No special properties.

ModuleHigh, ModuleMed, ModuleLow

.__init__(type_id, state=State.offline, charge=None)

Module, just as other holders, needs type_id argument; besides it, there're 2 additional arguments for instantiation. State take any value from State enum and switches holder into passed state. Charge takes None or Charge holder and 'loads' it into module.

.state

Get/set state of module, When setting, accepts any value of State enum.

.charge

Get/set charge. When setting, accepts Charge object or None.

.charge_quantity

Return max amount of charges loadable into module. Returns None if no charge loaded, or some of needed attributes are not accessible.

.fully_charged_cycles

Return amount of cycles module can do with charge loaded into it. This doesn't always coincide with amount of loaded charges (e.g. for tech2 laser crystals, paste in ancillary armor repairers). Returns None if no charge needed for cycling or amount of cycles is infinite.

.reload_time

Return time it takes to reload module in seconds.

.get_nominal_volley(target_resistances=None)

Get module's volley damage. Raw numbers are returned if target_resistances argument is None, otherwise, if target_resistances are specified as DamageTypes object, effective volley damage vs passed resistances is calculated. Following data is available: .get_nominal_volley(target_resistances=None).[em/thermal/kinetic/explosive/total].

.get_nominal_dps(target_resistances=None, reload=False)

Almost the same as .get_nominal_volley(), but here we calculate damage done per second. There's additional argument which controls if we take reload into consideration or not.

.tracking_speed

Get tracking speed of module. Return None if no tracking speed attribute specified.

.optimal_range

Get optimal range of module. Return None if no optimal range attribute specified.

.falloff_range

Get falloff range of module. Return None if no falloff range attribute specified.

.cycle_time

Get cycle time of module in seconds. Return None if no cycle time attribute specified.

.reactivation_delay

Get reactivation delay of module in seconds. Return None if no reactivation delay attribute specified.

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.